コード例 #1
0
ファイル: CharacterProperty.cs プロジェクト: Lock94/ProjectA
        public BuffProp(BuffProp buffProp)
        {
            if (buffProp == null)
            {
                return;
            }
            this.Constitution  = buffProp.Constitution;
            this.Strength      = buffProp.Strength;
            this.Agility       = buffProp.Agility;
            this.Energy        = buffProp.Energy;
            this.Dexterous     = buffProp.Dexterous;
            this.Concentration = buffProp.Concentration;

            this.AllPoints       = buffProp.AllPoints;
            this.Energy          = buffProp.Energy;
            this.HealthLevel     = buffProp.HealthLevel;
            this.HealthRecovery  = buffProp.HealthRecovery;
            this.StaminaRecovery = buffProp.StaminaRecovery;
        }
コード例 #2
0
ファイル: CharacterProperty.cs プロジェクト: Lock94/ProjectA
    /// <summary>
    /// 创建角色(base,无装备,有武器)
    /// </summary>
    /// <param name="id">ID</param>
    /// <param name="name">名字</param>
    /// <param name="faction">势力(玩家,友军,敌人)</param>
    /// <param name="type">(英雄,普通)</param>
    /// <param name="constitution">体质</param>
    /// <param name="strength">力量</param>
    /// <param name="agility">灵巧</param>
    /// <param name="dexterous">洞察</param>
    /// <param name="concentration">专注</param>
    /// <param name="weapon">武器</param>
    /// <param name="allExperience">全部经验</param>
    /// <param name="skills">技能</param>
    /// <param name="currentExperience">当前经验</param>
    public CharacterProperty(int id, string name, CharacterFaction faction, CharacterType type, string sprite, CharacterKind kind,
                             int constitution, int strength, int agility, int dexterous, int concentration, Item weapon, float allExperience, float resistance = 0,
                             int[] skills = null, float currentExperience = 0, int headID = 0, int clothID = 0, int pantsID = 0, int beltID = 0, BuffProp buffProp = null)
    {
        #region 装备处理
        if (this.EquipmentProp == null)
        {
            this.EquipmentProp = new EquipProp(headID, clothID, pantsID, beltID);
        }
        if ((headID != 0) || (clothID != 0) || (pantsID != 0) || (beltID != 0))
        {
            this.EquipmentProp = new EquipProp(headID, clothID, pantsID, beltID);
            resistance        += EquipmentProp.Resistance;
            constitution      += EquipmentProp.Constitution;
            strength          += EquipmentProp.Strength;
            dexterous         += EquipmentProp.Dexterous;
            agility           += EquipmentProp.Agility;
            concentration     += EquipmentProp.Concentration;
        }
        #endregion

        #region 加成处理
        if (buffProp != null)
        {
            this.BuffItemProp = buffProp;
            constitution     += buffProp.Constitution;
            strength         += buffProp.Strength;
            dexterous        += buffProp.Dexterous;
            agility          += buffProp.Agility;
            concentration    += buffProp.Concentration;

            //else ...
        }
        #endregion

        this.ID            = id;
        this.Name          = name;
        this.Faction       = faction;
        this.Type          = type;
        this.Sprite        = sprite;
        this.AllExperience = allExperience;
        this.Resistance    = resistance;
        this.Constitution  = constitution;
        this.Strength      = strength;
        this.Agility       = agility;
        this.Dexterous     = dexterous;
        this.Concentration = concentration;
        this.HealthLevel   = 100;
        this.charKind      = kind;

        this.Level             = CountLevel(allExperience, out currentExperience);
        this.CurrentExperience = currentExperience;
        this.Power             = constitution + strength + agility + dexterous + concentration;

        this.WeaponWith = weapon;

        //通常角色
        if (type == CharacterType.Common)
        {
            this.MaxHealth       = 100 + 3 * constitution;
            this.MaxStamina      = 100 + 1 * constitution;
            this.HealthRecovery  = 0.2f;
            this.StaminaRecovery = 5f;
            this.MoveSpeed       = 1.3f * (1 + 0.01f * agility);
            this.AimingSpeed     = 2 * (1 + 0.02f * concentration);
            this.Critical        = 0.1f + 0.01f * dexterous;
            this.MeleeRaise      = 1.5f;
            this.ShootRaise      = 1.5f;
            this.ThrowRaise      = 1.5f;
            this.MaxAngle        = 10 * (1 - 0.01f * concentration);
            this.KickDamage      = 20 + strength;
            this.PunchDamage     = 20 + strength;

            if (weapon is MeleeWeapon)
            {
                MeleeWeapon melee = (MeleeWeapon)weapon;
                this.MeleeDamage    = melee.MeleeDamage + strength;
                this.ThrowDamage    = melee.ThrowDamage + strength;
                this.AttackInterval = melee.AttackInterval * (1 - 0.02f * agility);
            }
            else if (weapon is ShootWeapon)
            {
                ShootWeapon shoot = (ShootWeapon)weapon;
                this.MinAngle       = (110 - shoot.Accuracy / 15);
                this.Capacity       = shoot.Accuracy * MaxAngle / 10;
                this.PullingTime    = shoot.LaShuanTime * (1 - 0.02f * agility);
                this.ReloadTime     = shoot.ReloadTime * (1 - 0.01f * agility);
                this.MeleeDamage    = shoot.MeleeDamage + strength;
                this.ShootDamage    = shoot.ShootDamage;
                this.AttackInterval = shoot.AttackInterval * (1 - 0.01f * agility);
                this.DeclineRange   = shoot.DamageRange;
            }
        }
        //英雄角色
        else if (type == CharacterType.Hero)
        {
            this.SkillA = skills[0];
            this.SkillB = skills[1];
            this.SkillC = skills[2];
            this.SkillD = skills[3];
            this.SkillE = skills[4];
            this.SkillF = skills[5];
            this.SkillG = skills[6];
            this.SkillH = skills[7];
            this.SkillI = skills[8];
            this.SkillJ = skills[9];
            this.SkillK = skills[10];
            this.SkillL = skills[11];
            this.SkillM = skills[12];
            this.SkillN = skills[13];
            this.SkillO = skills[14];
            this.SkillP = skills[15];
            this.SkillQ = skills[16];
            this.SkillR = skills[17];
            this.SkillS = skills[18];
            this.SkillT = skills[19];

            this.MaxHealth       = 100 + 3 * constitution + 20 * SkillA;
            this.MaxStamina      = 100 + 1 * constitution + 20 * SkillF;
            this.HealthRecovery  = 0.2f + 2 * SkillM + 100 * SkillN;
            this.StaminaRecovery = 5 + 2 * SkillL;
            this.MoveSpeed       = 1.3f * (1 + 0.01f * agility + 0.15f * SkillR);
            this.AimingSpeed     = 2f * (1 + 0.02f * concentration + 0.1f * SkillQ);
            this.Critical        = 0.1f + 0.01f * dexterous + 0.04f * SkillD;
            this.MeleeRaise      = 1.5f + 0.5f * SkillI;
            this.ShootRaise      = 1.5f + 0.5f * SkillJ;
            this.ThrowRaise      = 1.5f + 1 * SkillT;
            this.MaxAngle        = 10 * (1 - 0.01f * concentration - 0.04f * SkillE);
            this.Resistance      = this.Resistance + 0.04f * SkillG + 0.1f * SkillN;
            this.KickDamage      = 20 + 20 * SkillH;

            if (weapon is MeleeWeapon)
            {
                MeleeWeapon melee = (MeleeWeapon)weapon;
                this.MeleeDamage    = (melee.MeleeDamage + strength) * (1 + 0.04f * SkillB);
                this.AttackInterval = melee.AttackInterval * (1 - 0.02f * agility - 0.04f * SkillC);
                this.ThrowDamage    = melee.ThrowDamage * (1 + SkillT) + strength;
            }
            else if (weapon is ShootWeapon)
            {
                ShootWeapon shoot = (ShootWeapon)weapon;
                this.MinAngle       = (110 - shoot.Accuracy / 15) * (1 - 0.1f * SkillP);
                this.Capacity       = shoot.Accuracy * MaxAngle / 10f;
                this.ReloadTime     = shoot.ReloadTime * (1 - 0.01f * agility - 0.1f * SkillO);
                this.PullingTime    = shoot.LaShuanTime * (1 - 0.02f * agility - 0.08f * SkillK);
                this.MeleeDamage    = (shoot.MeleeDamage * (1 + SkillT) + strength) * (1 + 0.04f * SkillB);
                this.ShootDamage    = shoot.ShootDamage;
                this.AttackInterval = shoot.AttackInterval * (1 - 0.01f * agility - 0.04f * SkillC);
            }
        }
    }