public virtual void Init(int id, int lv, int EquipAtk, int EquipMtk, int EquipDef, int EquipMef) //計算機中的玩家 { JobData = global::JobData.GetData(id); IsAI = false; IsTeamMember = true; Lv = lv; Name = JobData.GetName(); MaxHP = Mathf.RoundToInt(JobData.HP * (1 + (lv - 1) * 0.1f)); CurrentHP = MaxHP; _atk = Mathf.RoundToInt(JobData.ATK * (1 + (lv - 1) * 0.1f)); _def = Mathf.RoundToInt(JobData.DEF * (1 + (lv - 1) * 0.1f)); _mtk = Mathf.RoundToInt(JobData.MTK * (1 + (lv - 1) * 0.1f)); _mef = Mathf.RoundToInt(JobData.MEF * (1 + (lv - 1) * 0.1f)); _agi = Mathf.RoundToInt(JobData.AGI * (1 + (lv - 1) * 0.1f)); _sen = Mathf.RoundToInt(JobData.SEN * (1 + (lv - 1) * 0.1f)); _mov = JobData.MOV; EquipATK = EquipAtk; EquipDEF = EquipDef; EquipMTK = EquipMtk; EquipMEF = EquipMef; Camp = CampEnum.Partner; SkillData.RootObject skillData; for (int i = 0; i < JobData.SkillList.Count; i++) { skillData = SkillData.GetData(JobData.SkillList[i]); } }
private void Init(JobData.RootObject data) { _originalPosition = transform.position; Sprite.sprite = Resources.Load <Sprite>("Image/Character/Small/" + data.SmallImage); if (data.Animator != string.Empty) { Animator.runtimeAnimatorController = Resources.Load <RuntimeAnimatorController>("Animator/" + data.Animator); } if (LiveState == LiveStateEnum.Dying) { GrayScale.SetScale(0); Animator.SetBool("IsDying", true); } for (int i = 0; i < Info.SkillList.Count; i++) { if (Info.SkillList[i].Data.CD > 0) { BattleController.Instance.TurnEndHandler += Info.SkillList[i].SetCD; } } for (int i = 0; i < Info.SpellCardList.Count; i++) { if (Info.SpellCardList[i].Data.CD > 0) { BattleController.Instance.TurnEndHandler += Info.SpellCardList[i].SetCD; } } BattleController.Instance.TurnEndHandler += CheckBattleStatus; }
public void Init(TeamMemberMemo memo) { Data = JobData.GetData(memo.DataId); MaxHP = memo.MaxHP; CurrentHP = memo.CurrentHP; MaxMP = memo.MaxMP; CurrentMP = memo.CurrentMP; _atk = memo.ATK; _def = memo.DEF; _mtk = memo.MTK; _mef = memo.MEF; _agi = memo.AGI; _sen = memo.SEN; MOV = memo.MOV; IsAttend = memo.IsAttend; SkillDic = memo.SkillList; SpellCardDic = memo.SpellCardList; Formation = memo.Formation; Weapon = memo.Weapon; Armor = memo.Armor; FoodBuff = memo.FoodBuff; }
public void Init(int jobId, bool isAttend, int lv = 1) { Data = JobData.GetData(jobId); MaxHP = Mathf.RoundToInt(Data.HP * (1 + ((lv - 1) * 0.1f))); CurrentHP = MaxHP; MaxMP = Data.MP; CurrentMP = MaxMP; _atk = Mathf.RoundToInt(Data.ATK * (1 + ((lv - 1) * 0.1f))); _def = Mathf.RoundToInt(Data.DEF * (1 + ((lv - 1) * 0.1f))); _mtk = Mathf.RoundToInt(Data.MTK * (1 + ((lv - 1) * 0.1f))); _mef = Mathf.RoundToInt(Data.MEF * (1 + ((lv - 1) * 0.1f))); _agi = Mathf.RoundToInt(Data.AGI * (1 + ((lv - 1) * 0.1f))); _sen = Mathf.RoundToInt(Data.SEN * (1 + ((lv - 1) * 0.1f))); MOV = Data.MOV; IsAttend = isAttend; for (int i = 0; i < Data.SkillList.Count; i++) { SkillDic.Add(Data.SkillList[i], 1); } for (int i = 0; i < Data.SpellCardList.Count; i++) { SpellCardDic.Add(Data.SpellCardList[i], 1); } }
public UnlockData(JobData.RootObject jobData, SkillData.RootObject skillData, int characterLv) { JobData = jobData; SkillData = skillData; CharacterLv = characterLv; }
public void Init(TeamMember member, int lv) //for player { IsAI = false; IsTeamMember = true; Lv = lv; Name = member.Data.GetName(); MaxHP = member.MaxHP; CurrentHP = member.CurrentHP; MaxMP = member.MaxMP; CurrentMP = member.CurrentMP; _atk = member.ATK; _def = member.DEF; _mtk = member.MTK; _mef = member.MEF; _agi = member.AGI; _sen = member.SEN; _mov = member.MOV; EquipATK = member.Weapon.ATK; EquipDEF = member.Armor.DEF; EquipMTK = member.Weapon.MTK; EquipMEF = member.Armor.MEF; Camp = CampEnum.Partner; JobData = member.Data; if (!member.FoodBuff.IsEmpty) { FoodBuff = member.FoodBuff; } int id; SkillData.RootObject skillData; Skill skill; foreach (KeyValuePair <int, int> item in member.SkillDic) { id = item.Key; skillData = SkillData.GetData(id); skill = SkillFactory.GetNewSkill(skillData, this, item.Value); //if (!PriorityList.Contains(skill.Data.Priority)) //{ // PriorityList.Add(skill.Data.Priority); //} SkillList.Add(skill); } foreach (KeyValuePair <int, int> item in member.SpellCardDic) { id = item.Key; skillData = SkillData.GetData(id); skill = SkillFactory.GetNewSkill(skillData, this, item.Value); //if (!PriorityList.Contains(skill.Data.Priority)) //{ // PriorityList.Add(skill.Data.Priority); //} SpellCardList.Add(skill); } }