/// <summary> /// 减少玩家属性值(技能) /// </summary> /// <param name="type">技能加持buff类型</param> /// <param name="num">buff数值</param> public void ReduceProperties(SkillInfo.SkillEffectType type, int num) { switch (type) { case SkillInfo.SkillEffectType.ATTACK: PlayerStatusInfo.Instance().attack -= num; break; case SkillInfo.SkillEffectType.DEF: PlayerStatusInfo.Instance().def -= num; break; case SkillInfo.SkillEffectType.SPEED: PlayerStatusInfo.Instance().speed -= num; break; } //更新一次玩家信息界面显示 StatusBoard.Instance().UpdateStatusShow(); }
/// <summary> /// 增加玩家属性值(技能) /// </summary> /// <param name="type">技能加持buff类型</param> /// <param name="num">buff数值</param> public void AddProperties(SkillInfo.SkillEffectType type, int num) { Debug.Log(type.ToString()); switch (type) { case SkillInfo.SkillEffectType.ATTACK: PlayerStatusInfo.Instance().attack += num; break; case SkillInfo.SkillEffectType.DEF: PlayerStatusInfo.Instance().def += num; break; case SkillInfo.SkillEffectType.SPEED: PlayerStatusInfo.Instance().speed += num; break; } //更新一次玩家信息界面显示 StatusBoard.Instance().UpdateStatusShow(); }
/// <summary> /// 从文本文件中读取信息到字典中 /// </summary> void ReadInfo() { string text = skillsInfoTxt.text; string[] lineArray = text.Split('\n'); foreach (string line in lineArray) { string[] perlineArray = line.Split(','); SkillInfo skillinfo = new SkillInfo(); int tempid = int.Parse(perlineArray[0]); string tempname = perlineArray[1]; string tempicon_name = perlineArray[2]; string tempdescription = perlineArray[3]; SkillInfo.SkillType temptypeskill = SkillInfo.SkillType.Buff; switch (perlineArray[4]) { case "Cure": temptypeskill = SkillInfo.SkillType.Cure; break; case "Buff": temptypeskill = SkillInfo.SkillType.Buff; break; case "SingleTarget": temptypeskill = SkillInfo.SkillType.SingleTarget; break; case "MultiTarget": temptypeskill = SkillInfo.SkillType.MultiTarget; break; } SkillInfo.SkillEffectType tempeffecttypeskill = SkillInfo.SkillEffectType.HP; switch (perlineArray[5]) { case "HP": tempeffecttypeskill = SkillInfo.SkillEffectType.HP; break; case "MP": tempeffecttypeskill = SkillInfo.SkillEffectType.MP; break; case "ATTACK": tempeffecttypeskill = SkillInfo.SkillEffectType.ATTACK; break; case "DEF": tempeffecttypeskill = SkillInfo.SkillEffectType.DEF; break; case "SPEED": tempeffecttypeskill = SkillInfo.SkillEffectType.SPEED; break; } int tempamount = int.Parse(perlineArray[6]); int temptimeduration = int.Parse(perlineArray[7]); int tempmpspend = int.Parse(perlineArray[8]); int tempcd = int.Parse(perlineArray[9]); PlayerStatusInfo.Playertype tempqualifyrole = PlayerStatusInfo.Playertype.Swordman; switch (perlineArray[10]) { case "Swordman": tempqualifyrole = PlayerStatusInfo.Playertype.Swordman; break; case "Magician": tempqualifyrole = PlayerStatusInfo.Playertype.Magician; break; } int tempunlockrank = int.Parse(perlineArray[11]); skillinfo.id = tempid; skillinfo.name = tempname; skillinfo.icon_name = tempicon_name; skillinfo.description = tempdescription; skillinfo.skillType = temptypeskill; skillinfo.skillEffectType = tempeffecttypeskill; skillinfo.amount = tempamount; skillinfo.timeDuration = temptimeduration; skillinfo.mpSpend = tempmpspend; skillinfo.cd = tempcd; skillinfo.qualifyRole = tempqualifyrole; skillinfo.unlockRank = tempunlockrank; skillInfoDict.Add(tempid, skillinfo); } }