////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 }
public static UpgradeRule GetInstance() { if (_Instance == null) { _Instance = new UpgradeRule(); } return(_Instance); }
//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); }
}//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); }
/// <summary> /// level up /// </summary> public void AddLevel() { ++base.Level; //level up character level UpgradeRule.GetInstance().UpgradeOperation((LevelName)base.Level); }
/// <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); }