} // 建構式 public void Initial(IUser_Information user) { User = user; user.傷害點 = 傷害點; user.敏捷點 = 敏捷點; user.暴擊傷害點 = 暴擊傷害點; user.暴率點 = 暴擊率點; }
public void define(IUser_Information user) { 傷害點 = user.傷害點; 敏捷點 = user.敏捷點; 暴擊率點 = user.暴率點; 暴擊傷害點 = user.暴擊傷害點; count = 0; }
public void initial(IUser_Information information) => User能力.Initial(information);
public void Information_Show(IUser_Information information) => User能力.Show(information);
public void Information_Define(IUser_Information information) => User能力.define(information);
public void Information_AddorLow(IUser_Information information, string Button_Name) => User能力.Add_or_Low(information, Button_Name);
public void Add_or_Low(IUser_Information user, string ButtonName) { if (剩餘點數 > 0) { switch (ButtonName) { case "Attack_Add": count++; 暫_傷害點++; user.傷害點++; break; case "Speed_Add": count++; user.敏捷點++; break; case "Crit_Add": count++; user.暴率點++; break; case "CritAttack_Add": count++; user.暴擊傷害點++; break; default: 剩餘點數++; break; } 剩餘點數--; } if (count > 0) { switch (ButtonName) { case "Attack_Low": if (user.傷害點 > 0) { 暫_傷害點--; user.傷害點--; count--; } else { 剩餘點數--; } break; case "Speed_Low": if (user.敏捷點 > 0) { user.敏捷點--; count--; } else { 剩餘點數--; } break; case "Crit_Low": if (user.暴率點 > 0) { user.暴率點--; count--; } else { 剩餘點數--; } break; case "CritAttack_Low": if (user.暴擊傷害點 > 0) { user.暴擊傷害點--; count--; } else { 剩餘點數--; } break; default: 剩餘點數--; break; } 剩餘點數++; } user.剩餘點數 = 剩餘點數; }
public void Show(IUser_Information user) { }