コード例 #1
0
    public static void RewardExperience(int prize, Party activeParty)
    {
        List <GameObject> partyMembers = new List <GameObject>(activeParty.Count);

        // Obtain active party members
        for (int i = 0; i < activeParty.Count; i++)
        {
            GameObject u = activeParty[i];

            if (u != null)
            {
                partyMembers.Add(u);
            }
        }

        int min = Consts.GAME_MIN_LEVEL;
        int max = Consts.GAME_MAX_LEVEL;

        // Determine the range of levels in party
        for (int i = partyMembers.Count - 1; i >= 0; i--)
        {
            Parameters p = partyMembers[i].GetComponent <Parameters>();

            min = Mathf.Min(p.LVL, min);
            max = Mathf.Max(p.LVL, max);
        }

        // Weight awarded exp based on individual level
        float[] weights = new float[activeParty.Count];
        float   summed  = 0;

        for (int i = partyMembers.Count; i >= 0; i--)
        {
            Parameters p = partyMembers[i].GetComponent <Parameters>();

            float percent = (float)(p.LVL - min) / (float)(max - min);
            weights[i] = Mathf.Lerp(minLevelBonus, maxLevelBonus, percent);
            summed    += weights[i];
        }

        // Distribute weighted experience
        for (int i = partyMembers.Count; i >= 0; i--)
        {
            Parameters p = partyMembers[i].GetComponent <Parameters>();


            if (p.LVL != Consts.GAME_MAX_LEVEL)
            {
                p.EXP += Mathf.FloorToInt((weights[i] / summed) * prize);

                // Check if distributed experience causes unit to level up
                int totalAccumulatedExp = p.EXP + Experience.ExperienceForLevel(p.LVL);
                if (totalAccumulatedExp >= Experience.ExperienceForLevel(p.EXP + 1))
                {
                    p.LevelUp();
                }
            }
        }
    }
コード例 #2
0
    // Should be semi-random, but for now stats grow linearly
    public void LevelUp()
    {
        EXP  = EXP + Experience.ExperienceForLevel(LVL) - Experience.ExperienceForLevel(LVL + 1);
        LVL += 1;

        for (int i = 0; i < Job.statOrder.Length; ++i)
        {
            StatTypes parameter = Job.statOrder[i];

            int currentStat = GetBaseStat(parameter);
            int growthStat  = currentJob.GetGrowthStat(parameter);
            int newStat     = currentStat + growthStat;

            SetStat(parameter, currentStat + growthStat);
            // UpdateRealStat();
        }

        CHP = MHP;
        CMP = MMP;
    }