//作者: // 1:参数1/100*英雄当前伤害+参数2+变量1*lv // 2:参数3/100*英雄当前伤害+参数4+变量2*lv // 3:参数5/100*英雄当前伤害+参数6+变量3*lv // 4:(参数1+变量1*lv)/100*英雄当前伤害+参数2 // 5:(参数3+变量2*lv)/100*英雄当前伤害+参数4 // 6:(参数5+变量3*lv)/100*英雄当前伤害+参数6 // 7:参数1/100+参数2+变量1*lv // 8:参数3/100+参数4+变量2*lv // 9:参数5/100+参数6+变量3*lv // 10:(参数1+变量1*lv)/100+参数2 // 11:(参数3+变量2*lv)/100+参数4 // 12:(参数5+变量3*lv)/100+参数6 // 13:参数1+(变量1*lv) // 14:参数3+(变量2*lv) // 15:参数5+(变量3*lv) public int processDes(int desID, HeroData data, SkillItem skill) { float res = 0; int min = (int)data.getMinAttack(); int max = (int)data.getMaxAttack(); int atk = (max + min)/2; switch(desID) { case 1: res = param1/100*atk + param2 + varaible1*skill.level; break; case 2: res = param3/100*atk + param4 + varaible2*skill.level; break; case 3: res = param5/100*atk + param6 + varaible3*skill.level; break; case 4: res = (param1 + varaible1*skill.level) / 100 * atk + param2; break; case 5: res = (param3 + varaible2*skill.level) / 100 * atk + param4; break; case 6: res = (param5 + varaible3*skill.level) / 100 * atk + param6; break; case 7: res = param1 / 100 + param2 + varaible1*skill.level; break; case 8: res = param3 / 100 + param4 + varaible2*skill.level; break; case 9: res = param5 / 100 + param6 + varaible3*skill.level; break; case 10: res = (param1 + varaible1*skill.level) + param2; break; case 11: res = (param3 + varaible2*skill.level) + param4; break; case 12: res = (param5 + varaible3*skill.level) + param6; break; case 13: res = param1 + varaible1*skill.level; break; case 14: res = param3 + varaible2*skill.level; break; case 15: res = param5 + varaible3*skill.level; break; default : return 0; } return (int)res; }
//calc fight num /// <summary> /// 计算英雄攻击力 /// </summary> /// <returns>The attack.</returns> /// <param name="hero">Hero.</param> public int calcAttack(HeroData hero) { int res = (int)Random.Range( hero.getMinAttack(), hero.getMaxAttack()); return res; }