public void SetHp(Operate_Type opType, int tVal)
        {
            int key = CharacterProperty.Key;

            m_Hp = (int)CharacterProperty.UpdateAttr(m_Hp, m_ActualProperty.HpMax * key, opType, tVal);
            m_PropertyChanged = true;
        }
 public void SetStateFlag(Operate_Type opType, CharacterState_Type mask)
 {
     if (opType == Operate_Type.OT_AddBit)
     {
         m_StateFlag |= (int)mask;
     }
     else if (opType == Operate_Type.OT_RemoveBit)
     {
         m_StateFlag &= ~((int)mask);
     }
     m_PropertyChanged = true;
 }
Esempio n. 3
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        public static float UpdateAttr(float val, float maxVal, Operate_Type opType, float tVal)
        {
            float ret = val;

            if (opType == Operate_Type.OT_PercentMax)
            {
                float t = maxVal * (tVal / 100.0f);
                ret = t;
            }
            else
            {
                ret = UpdateAttr(val, opType, tVal);
            }
            return(ret);
        }
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        protected void SetGfxStateFlag(GameObject obj, Operate_Type opType, GfxCharacterState_Type mask)
        {
            SharedGameObjectInfo shareInfo = LogicSystem.GetSharedGameObjectInfo(obj);

            if (null != shareInfo)
            {
                if (opType == Operate_Type.OT_AddBit)
                {
                    shareInfo.GfxStateFlag |= (int)mask;
                }
                else if (opType == Operate_Type.OT_RemoveBit)
                {
                    shareInfo.GfxStateFlag &= ~((int)mask);
                }
            }
        }
        public void SetEnergy(Operate_Type opType, int tVal)
        {
            int key    = CharacterProperty.Key;
            int result = (int)CharacterProperty.UpdateAttr(m_Energy, m_ActualProperty.EnergyMax * key, opType, tVal);

            if (result > m_ActualProperty.EnergyMax * key)
            {
                result = m_ActualProperty.EnergyMax * key;
            }
            else if (result < 0)
            {
                result = 0;
            }
            m_Energy          = result;
            m_PropertyChanged = true;
        }
        public void SetShield(Operate_Type opType, int tVal)
        {
            const int c_MaxShield = 500;
            int       key         = CharacterProperty.Key;
            int       result      = (int)CharacterProperty.UpdateAttr(m_Shield, c_MaxShield * key, opType, tVal);

            if (result > c_MaxShield * key)
            {
                result = c_MaxShield * key;
            }
            else if (result < 0)
            {
                result = 0;
            }
            m_Shield          = result;
            m_PropertyChanged = true;
        }
Esempio n. 7
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        //------------------------------------------------------------------------
        //指定属性枚举值设置属性值,属性值参数为float类型,内部根据属性类型自行转换
        //------------------------------------------------------------------------
        public void SetAttributeByType(AttrbuteEnum attrType, Operate_Type opType, float tVal)
        {
            switch (attrType)
            {
            case AttrbuteEnum.Actual_Strength:
                SetStrength(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_StrengthRate:
                SetStrengthRate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Intelligence:
                SetIntelligence(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_IntelligenceRate:
                SetIntelligenceRate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Charm:
                SetCharm(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_CharmRate:
                SetCharmRate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Action:
                SetAction(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_ActionMax:
                SetActionMax(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Gold:
                SetGold(opType, (int)tVal);
                break;

            default:
                break;
            }
        }
Esempio n. 8
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        public static float UpdateAttr(float val, Operate_Type opType, float tVal)
        {
            float ret = val;

            if (opType == Operate_Type.OT_Absolute)
            {
                ret = tVal;
            }
            else if (opType == Operate_Type.OT_Relative)
            {
                float t = (ret + tVal);
                if (t < 0)
                {
                    t = 0;
                }
                ret = t;
            }
            else if (opType == Operate_Type.OT_PercentCurrent)
            {
                float t = (ret * (tVal / 100.0f));
                ret = t;
            }
            return(ret);
        }
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetEnergyArmor(Operate_Type opType, float tVal)
 {
     m_EnergyArmor = UpdateAttr(m_EnergyArmor, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetDefenceBase(Operate_Type opType, int tVal)
 {
     m_DefenceBase = (int)UpdateAttr(m_DefenceBase, opType, tVal);
 }
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetDefenceBase(Operate_Type opType, int tVal)
 {
     m_DefenceBase = (int)UpdateAttr(m_DefenceBase, opType, tVal);
 }
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetArmorPenetration(Operate_Type opType, float tVal)
 {
     m_ArmorPenetration = UpdateAttr(m_ArmorPenetration, opType, tVal);
 }
Esempio n. 13
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetCrgMax(Operate_Type opType, int tVal)
 {
     m_CrgMax = (int)UpdateAttr(m_CrgMax, m_CrgMax, opType, tVal);
 }
Esempio n. 14
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetEnergyCoreRecover(Operate_Type opType, float tVal)
 {
     m_EnergyCoreRecover = UpdateAttr(m_EnergyCoreRecover, opType, tVal);
 }
 public static float UpdateAttr(float val, Operate_Type opType, float tVal)
 {
     float ret = val;
       if (opType == Operate_Type.OT_Absolute) {
     ret = tVal * s_Key;
       } else if (opType == Operate_Type.OT_Relative) {
     float t = (ret + tVal * s_Key);
     if (t < 0) {
       t = 0;
     }
     ret = t;
       } else if (opType == Operate_Type.OT_PercentCurrent) {
     float t = (ret * (tVal / 100.0f));
     ret = t;
       }
       return ret;
 }
Esempio n. 16
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetMoveSpeed(Operate_Type opType, float tVal)
 {
     m_MoveSpeed = UpdateAttr(m_MoveSpeed, m_MoveSpeed, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetAttackRange(Operate_Type opType, float tVal)
 {
     m_AttackRange = UpdateAttr(m_AttackRange, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetAttackBase(Operate_Type opType, int tVal)
 {
     m_AttackBase = (int)UpdateAttr(m_AttackBase, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetRps(Operate_Type opType, float tVal)
 {
     m_Rps = UpdateAttr(m_Rps, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetMoveSpeed(Operate_Type opType, float tVal)
 {
     m_MoveSpeed = UpdateAttr(m_MoveSpeed, m_MoveSpeed, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetHpMax(Operate_Type opType, int tVal)
 {
     m_HpMax = (int)UpdateAttr(m_HpMax, m_HpMax, opType, tVal);
 }
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetPoisonDamage(Operate_Type opType, float tVal)
 {
     m_PoisonDam = UpdateAttr(m_PoisonDam, opType, tVal);
 }
 public static float UpdateAttr(float val, float maxVal, Operate_Type opType, float tVal)
 {
     float ret = val;
       if (opType == Operate_Type.OT_PercentMax) {
     float t = maxVal * (tVal / 100.0f);
     ret = t;
       } else {
     ret = UpdateAttr(val, opType, tVal);
       }
       return ret;
 }
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetPoisonERD(Operate_Type opType, float tVal)
 {
     m_PoisonERD = UpdateAttr(m_PoisonERD, opType, tVal);
 }
 public void SetStateFlag(Operate_Type opType, CharacterState_Type mask)
 {
     if (opType == Operate_Type.OT_AddBit) {
         m_StateFlag |= (int)mask;
     } else if (opType == Operate_Type.OT_RemoveBit) {
         m_StateFlag &= ~((int)mask);
     }
     m_PropertyChanged = true;
 }
Esempio n. 26
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetEnergyCoreMax(Operate_Type opType, int tVal)
 {
     m_EnergyCoreMax = (int)UpdateAttr(m_EnergyCoreMax, m_EnergyCoreMax, opType, tVal);
 }
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 /**
  * @brief 弹容量
  */
 public void SetCrg(Operate_Type opType, int tVal)
 {
     m_Crg = (int)UpdateAttr(m_Crg, opType, tVal);
 }
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetHpRecover(Operate_Type opType, float tVal)
 {
     m_HpRecover = UpdateAttr(m_HpRecover, opType, tVal);
 }
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 /**
  * @brief 武器dps
  */
 public void SetWdps(Operate_Type opType, float tVal)
 {
     m_Wdps = UpdateAttr(m_Wdps, opType, tVal);
 }
Esempio n. 30
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetAttackBase(Operate_Type opType, int tVal)
 {
     m_AttackBase = (int)UpdateAttr(m_AttackBase, opType, tVal);
 }
 public void SetShield(Operate_Type opType, int tVal)
 {
     const int c_MaxShield = 500;
     int key = CharacterProperty.Key;
     int result = (int)CharacterProperty.UpdateAttr(m_Shield, c_MaxShield * key, opType, tVal);
     if (result > c_MaxShield * key) {
         result = c_MaxShield * key;
     } else if (result < 0) {
         result = 0;
     }
     m_Shield = result;
     m_PropertyChanged = true;
 }
Esempio n. 32
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetCriticalPow(Operate_Type opType, float tVal)
 {
     m_CriticalPow = UpdateAttr(m_CriticalPow, opType, tVal);
 }
 public void SetHp(Operate_Type opType, int tVal)
 {
     int key = CharacterProperty.Key;
     m_Hp = (int)CharacterProperty.UpdateAttr(m_Hp, m_ActualProperty.HpMax * key, opType, tVal);
     m_PropertyChanged = true;
 }
Esempio n. 34
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetEnergyIntensity(Operate_Type opType, float tVal)
 {
     m_EnergyIntensity = UpdateAttr(m_EnergyIntensity, opType, tVal);
 }
Esempio n. 35
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetIceERD(Operate_Type opType, float tVal)
 {
     m_IceERD = UpdateAttr(m_IceERD, opType, tVal);
 }
Esempio n. 36
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetAttackRange(Operate_Type opType, float tVal)
 {
     m_AttackRange = UpdateAttr(m_AttackRange, opType, tVal);
 }
 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetCriticalPow(Operate_Type opType, float tVal)
 {
     m_CriticalPow = UpdateAttr(m_CriticalPow, opType, tVal);
 }
Esempio n. 38
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 /**
  * @brief 换弹甲时间
  */
 public void SetCht(Operate_Type opType, float tVal)
 {
     m_Cht = UpdateAttr(m_Cht, opType, tVal);
 }
Esempio n. 39
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 public void SetCriticalFactor(Operate_Type opType, float tVal)
 {
     m_CriticalFactor = UpdateAttr(m_CriticalFactor, m_CriticalFactor, opType, tVal);
 }
Esempio n. 40
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 /**
  * @brief 武器伤害浮动
  */
 public void SetDamRange(Operate_Type opType, float tVal)
 {
     m_DamRandom = UpdateAttr(m_DamRandom, opType, tVal);
 }
Esempio n. 41
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 public void SetWoodFactor(Operate_Type opType, float tVal)
 {
     m_WoodFactor = UpdateAttr(m_WoodFactor, m_WoodFactor, opType, tVal);
 }
Esempio n. 42
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 /**
  * @brief 角色属性修改
  *
  * @param optype 操作类型
  * @param val 值
  *
  */
 public void SetIceDamage(Operate_Type opType, float tVal)
 {
     m_IceDam = UpdateAttr(m_IceDam, opType, tVal);
 }
 public void SetEnergy(Operate_Type opType, int tVal)
 {
     int key = CharacterProperty.Key;
     int result = (int)CharacterProperty.UpdateAttr(m_Energy, m_ActualProperty.EnergyMax * key, opType, tVal);
     if (result > m_ActualProperty.EnergyMax * key) {
         result = m_ActualProperty.EnergyMax * key;
     } else if (result < 0) {
         result = 0;
     }
     m_Energy = result;
     m_PropertyChanged = true;
 }