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]);
        }
    }
Esempio n. 2
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    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;
    }
Esempio n. 3
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 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;
 }
Esempio n. 4
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 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);
        }
    }