コード例 #1
0
 public void SetRelativeByConfig(AttributeConfig attr)
 {
     SetEnergyRecover(Operate_Type.OT_Relative, attr.GetEnergyRecover(EnergyRecover, 0));
     SetEnergyMax(Operate_Type.OT_Relative, attr.GetEnergyMax(EnergyMax, 0));
     SetMaxAd(Operate_Type.OT_Relative, attr.GetMaxAd(MaxAd, 0));
     SetMinAd(Operate_Type.OT_Relative, attr.GetMinAd(MinAd, 0));
     SetCritical(Operate_Type.OT_Relative, attr.GetCritical(Critical, 0));
     SetCriticalFactor(Operate_Type.OT_Relative, attr.GetCriticalFactor(CriticalFactor, 0));
     SetMetalFactor(Operate_Type.OT_Relative, attr.GetMetalFactor(MetalFactor, 0));
     SetWoodFactor(Operate_Type.OT_Relative, attr.GetWoodFactor(WoodFactor, 0));
     SetWaterFactor(Operate_Type.OT_Relative, attr.GetWaterFactor(WaterFactor, 0));
     SetFireFactor(Operate_Type.OT_Relative, attr.GetFireFactor(FireFactor, 0));
     SetEarthFactor(Operate_Type.OT_Relative, attr.GetEarthFactor(EarthFactor, 0));
     SetFullDamageFactor(Operate_Type.OT_Relative, attr.GetFullDamageFactor(FullDamageFactor, 0));
     SetHpMax(Operate_Type.OT_Relative, attr.GetHpMax(HpMax, 0));
     SetArmor(Operate_Type.OT_Relative, attr.GetArmor(Armor, 0));
     SetMiss(Operate_Type.OT_Relative, attr.GetMiss(Miss, 0));
     SetMetalResist(Operate_Type.OT_Relative, attr.GetMetalResist(MetalResist, 0));
     SetWoodResist(Operate_Type.OT_Relative, attr.GetWoodResist(WoodResist, 0));
     SetWaterResist(Operate_Type.OT_Relative, attr.GetWaterResist(WaterResist, 0));
     SetFireResist(Operate_Type.OT_Relative, attr.GetFireResist(FireResist, 0));
     SetEarthResist(Operate_Type.OT_Relative, attr.GetEarthResist(EarthResist, 0));
     SetAccuracyRecover(Operate_Type.OT_Relative, attr.GetAccuracyRecover(AccuracyRecover, 0));
     SetDamageDerate(Operate_Type.OT_Relative, attr.GetDamageDerate(DamageDerate, 0));
     SetMoveSpeed(Operate_Type.OT_Relative, attr.GetMoveSpeed(MoveSpeed, 0));
     SetFullElementResist(Operate_Type.OT_Relative, attr.GetFullElementResist(FullElementResist, 0));
     SetFullElementFactor(Operate_Type.OT_Relative, attr.GetFullElementFactor(FullElementFactor, 0));
     SetHpFactor(Operate_Type.OT_Relative, attr.GetHpFactor(HpFactor, 0));
 }
コード例 #2
0
        //------------------------------------------------------------------------
        // 属性初始化接口
        //------------------------------------------------------------------------
        public void SetAbsoluteByConfig(AttributeConfig attr)
        {
            float aEnergyRecover     = attr.GetEnergyRecover(0, 0);
            float aEnergyMax         = attr.GetEnergyMax(0, 0);
            float aMaxAd             = attr.GetMaxAd(0, 0);
            float aMinAd             = attr.GetMinAd(0, 0);
            float aCritical          = attr.GetCritical(0, 0);
            float aCriticalFactor    = attr.GetCriticalFactor(0, 0);
            float aMetalFactor       = attr.GetMetalFactor(0, 0);
            float aWoodFactor        = attr.GetWoodFactor(0, 0);
            float aWaterFactor       = attr.GetWaterFactor(0, 0);
            float aFireFactor        = attr.GetFireFactor(0, 0);
            float aEarthFactor       = attr.GetEarthFactor(0, 0);
            float aFullDamageFactor  = attr.GetFullDamageFactor(0, 0);
            float aHpMax             = attr.GetHpMax(0, 0);
            float aArmor             = attr.GetArmor(0, 0);
            float aMiss              = attr.GetMiss(0, 0);
            float aMetalResist       = attr.GetMetalResist(0, 0);
            float aWoodResist        = attr.GetWoodResist(0, 0);
            float aWaterResist       = attr.GetWaterResist(0, 0);
            float aFireResist        = attr.GetFireResist(0, 0);
            float aEarthResist       = attr.GetEarthResist(0, 0);
            float aAccuracyRecover   = attr.GetAccuracyRecover(0, 0);
            float aDamageDerate      = attr.GetDamageDerate(0, 0);
            float aMoveSpeed         = attr.GetMoveSpeed(0, 0);
            float aFullElementResist = attr.GetFullElementResist(0, 0);
            float aFullElementFactor = attr.GetFullElementFactor(0, 0);
            float aHpFactor          = attr.GetHpFactor(0, 0);

            SetEnergyRecover(Operate_Type.OT_Absolute, aEnergyRecover);
            SetEnergyMax(Operate_Type.OT_Absolute, aEnergyMax);
            SetMaxAd(Operate_Type.OT_Absolute, aMaxAd);
            SetMinAd(Operate_Type.OT_Absolute, aMinAd);
            SetCritical(Operate_Type.OT_Absolute, aCritical);
            SetCriticalFactor(Operate_Type.OT_Absolute, aCriticalFactor);
            SetMetalFactor(Operate_Type.OT_Absolute, aMetalFactor);
            SetWoodFactor(Operate_Type.OT_Absolute, aWoodFactor);
            SetWaterFactor(Operate_Type.OT_Absolute, aWaterFactor);
            SetFireFactor(Operate_Type.OT_Absolute, aFireFactor);
            SetEarthFactor(Operate_Type.OT_Absolute, aEarthFactor);
            SetFullDamageFactor(Operate_Type.OT_Absolute, aFullDamageFactor);
            SetHpMax(Operate_Type.OT_Absolute, aHpMax);
            SetArmor(Operate_Type.OT_Absolute, aArmor);
            SetMiss(Operate_Type.OT_Absolute, aMiss);
            SetMetalResist(Operate_Type.OT_Absolute, aMetalResist);
            SetWoodResist(Operate_Type.OT_Absolute, aWoodResist);
            SetWaterResist(Operate_Type.OT_Absolute, aWaterResist);
            SetFireResist(Operate_Type.OT_Absolute, aFireResist);
            SetEarthResist(Operate_Type.OT_Absolute, aEarthResist);
            SetAccuracyRecover(Operate_Type.OT_Absolute, aAccuracyRecover);
            SetDamageDerate(Operate_Type.OT_Absolute, aDamageDerate);
            SetMoveSpeed(Operate_Type.OT_Absolute, aMoveSpeed);
            SetFullElementResist(Operate_Type.OT_Absolute, aFullElementResist);
            SetFullElementFactor(Operate_Type.OT_Absolute, aFullElementFactor);
            SetHpFactor(Operate_Type.OT_Absolute, aHpFactor);
        }