/// <summary> /// 初始化狼骑兵 /// </summary> /// <returns></returns> public static Card.FollowerCard Get狼骑兵() { Card.FollowerCard 狼骑兵 = new Card.FollowerCard(); 狼骑兵.SN = "F000001"; 狼骑兵.Name = "狼骑兵"; 狼骑兵.Description = "冲锋"; 狼骑兵.Rare = Card.CardBasicInfo.稀有程度.绿色; //属性 狼骑兵.ActualAttackPoint = 1; 狼骑兵.ActualCostPoint = 3; 狼骑兵.ActualHealthPoint = 1; 狼骑兵.Actual冲锋 = true; 狼骑兵.Actual嘲讽 = false; 狼骑兵.StandardAttackPoint = 1; 狼骑兵.StandardCostPoint = 3; 狼骑兵.StandardHealthPoint = 1; 狼骑兵.Standard冲锋 = true; 狼骑兵.Standard嘲讽 = false; return 狼骑兵; }
/// <summary> /// 导入 /// </summary> private void Import() { dynamic excelObj = Interaction.CreateObject("Excel.Application"); excelObj.Visible = true; dynamic workbook; dynamic worksheet; workbook = excelObj.Workbooks.Open(ExcelPicker.SelectedPathOrFileName); for (int i = 1; i < 5; i++) { Card.CardBasicInfo.稀有程度 Rare; Rare = Card.CardBasicInfo.稀有程度.白色; worksheet = workbook.Sheets(i); switch (i) { case 1: Rare = Card.CardBasicInfo.稀有程度.白色; break; case 2: Rare = Card.CardBasicInfo.稀有程度.绿色; break; case 3: Rare = Card.CardBasicInfo.稀有程度.蓝色; break; case 4: Rare = Card.CardBasicInfo.稀有程度.紫色; break; case 5: Rare = Card.CardBasicInfo.稀有程度.橙色; break; default: break; } int rowCount = 2; while (!String.IsNullOrEmpty(worksheet.Cells(rowCount, 1).Text)) { //名称 说明 职业 种族 花费资源 攻击 生命 类型 来源 稀有程度 String CardType = worksheet.Cells(rowCount, 8).Text; switch (CardType) { case "仆从": Card.FollowerCard follower = new Card.FollowerCard(); follower.Name = worksheet.Cells(rowCount, 1).Text; follower.Description = worksheet.Cells(rowCount, 2).Text; follower.StandardCostPoint = GetInt(worksheet.Cells(rowCount, 5).Text); follower.StandardAttackPoint = GetInt(worksheet.Cells(rowCount, 6).Text); follower.StandardHealthPoint = GetInt(worksheet.Cells(rowCount, 7).Text); follower.Rare = Rare; innerCollection.Insert<Card.FollowerCard>(follower); break; case "法术": Card.MagicCard magic = new Card.MagicCard(); magic.Name = worksheet.Cells(rowCount, 1).Text; magic.Description = worksheet.Cells(rowCount, 2).Text; magic.StandardCostPoint = GetInt(worksheet.Cells(rowCount, 5).Text); magic.Rare = Rare; innerCollection.Insert<Card.MagicCard>(magic); break; case "武器": Card.WeaponCard weapon = new Card.WeaponCard(); weapon.Name = worksheet.Cells(rowCount, 1).Text; weapon.Description = worksheet.Cells(rowCount, 2).Text; weapon.StandardCostPoint = GetInt(worksheet.Cells(rowCount, 5).Text); weapon.Rare = Rare; innerCollection.Insert<Card.WeaponCard>(weapon); break; default: break; } rowCount++; } } workbook.Close(); excelObj.Quit(); excelObj = null; }
/// <summary> /// 初始化鲜血小鬼 /// </summary> /// <returns></returns> public static Card.FollowerCard Get鲜血小鬼() { //鲜血小鬼 Card.FollowerCard 鲜血小鬼 = new Card.FollowerCard(); 鲜血小鬼.SN = "F000003"; 鲜血小鬼.Name = "鲜血小鬼"; 鲜血小鬼.Description = "战吼: 召唤一个1/1的鱼人斥候。"; 鲜血小鬼.Rare = Card.CardBasicInfo.稀有程度.绿色; //属性 鲜血小鬼.ActualAttackPoint = 1; 鲜血小鬼.ActualCostPoint = 3; 鲜血小鬼.ActualHealthPoint = 1; 鲜血小鬼.Actual冲锋 = true; 鲜血小鬼.Actual嘲讽 = false; 鲜血小鬼.StandardAttackPoint = 1; 鲜血小鬼.StandardCostPoint = 3; 鲜血小鬼.StandardHealthPoint = 1; 鲜血小鬼.Standard冲锋 = false; 鲜血小鬼.Standard嘲讽 = false; 鲜血小鬼.潜行特性 = true; 鲜血小鬼.Is潜行Status = true; //战吼 鲜血小鬼.战吼效果 = new Card.EffectDefine(); return 鲜血小鬼; }
/// <summary> /// 初始化鱼人猎潮者 /// </summary> /// <returns></returns> public static Card.FollowerCard Get鱼人猎潮者() { //鱼人猎潮者 Card.FollowerCard 鱼人猎潮者 = new Card.FollowerCard(); 鱼人猎潮者.SN = "F000002"; 鱼人猎潮者.Name = "鱼人猎潮者"; 鱼人猎潮者.Description = "战吼: 召唤一个1/1的鱼人斥候。"; 鱼人猎潮者.Rare = Card.CardBasicInfo.稀有程度.绿色; //属性 鱼人猎潮者.ActualAttackPoint = 1; 鱼人猎潮者.ActualCostPoint = 3; 鱼人猎潮者.ActualHealthPoint = 1; 鱼人猎潮者.Actual冲锋 = true; 鱼人猎潮者.Actual嘲讽 = false; 鱼人猎潮者.StandardAttackPoint = 1; 鱼人猎潮者.StandardCostPoint = 3; 鱼人猎潮者.StandardHealthPoint = 1; 鱼人猎潮者.Standard冲锋 = false; 鱼人猎潮者.Standard嘲讽 = false; //战吼 鱼人猎潮者.战吼效果 = new Card.EffectDefine(); return 鱼人猎潮者; }