Esempio n. 1
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        ////增加杀敌数量
        //public void AddKillNumber()
        //{
        //    ++base.KillNumber;

        //}

        ////得到当前杀敌数量
        //public int GetCurrentKillNumber()
        //{
        //    return base.KillNumber;
        //}

        #endregion

        #region 等级

        //增加等级
        public void AddLevel()
        {
            ++base.Level;

            //等级提升,相应主角核心数值的最大值将改变
            UpgradeRule.GetInstance().UpgradeOperation((LevelName)base.Level);  //强转
        }
Esempio n. 2
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 public static UpgradeRule GetInstance()
 {
     if (_Instance == null)
     {
         _Instance = new UpgradeRule();
     }
     return(_Instance);
 }
Esempio n. 3
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        //增加经验值
        public void AddExp(int ExpValues)
        {
            //++base.Experience;
            base.Experience += ExpValues;

            //经验值增加到阀值会提升等级等等
            UpgradeRule.GetInstance().GetUpgradeCondition(base.Experience);
        }
Esempio n. 4
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        }//end getinstance

        #region EXP
        /// <summary>
        /// add experience
        /// </summary>
        public void AddEXP(int ExpValue)
        {
            //++base.Experience;
            base.Experience += ExpValue;
            //reset exp and level up players

            UpgradeRule.GetInstance().UpgradeCondition(base.Experience);
        }
 public void AddLevel()
 {
     ++base.Level;
     UpgradeRule.GetInstance().UpgradeOperation((LevelName)base.Level);
 }
 public void  AddExp(int value)
 {
     base.EXP += value;
     //升級處理
     UpgradeRule.GetInstance().UpgradeCondition(base.EXP);
 }
Esempio n. 7
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 /// <summary>
 /// level up
 /// </summary>
 public void AddLevel()
 {
     ++base.Level;
     //level up character level
     UpgradeRule.GetInstance().UpgradeOperation((LevelName)base.Level);
 }
Esempio n. 8
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 /// <summary>
 /// 增加经验值
 /// </summary>
 /// <param name="addExp">经验数值</param>
 public void AddExp(int addExp)
 {
     base.Experience += Mathf.Abs(addExp);
     //经验值到达一定阶段 升级
     UpgradeRule.GetInstance().UpgradeCondition(base.Experience);
 }