public void OnLevelUp(int level, int levelUp) { // increase evolved skill point if (level % 4 == 0) { ++_skill.evolvedSkillPoint; for (var i = 1; i <= levelUp; i++) { if ((level - i) % 4 == 0) { ++_skill.evolvedSkillPoint; } } } // Stat _stat.AutoAddPoint(false); var point = StatCalculator.GeneratePoint(levelUp, _stat.initPoint); _stat.SetPoint(point); // HP _hp.SetMaxHp(levelUp, false); // Treasures // BattleController.treasure = Treasure.GetFor(this); }
void AutoCalculateProbability(params float[] percents) { var _0 = 0; var _1 = 0; var _2 = 0; var _3 = 0; var _4 = 0; foreach (var statIndex in StatCalculator.GetStatWithProbability(point, percents)) { switch (statIndex) { case 0: ++_0; break; case 1: ++_1; break; case 2: ++_2; break; case 3: ++_3; break; case 4: ++_4; break; default: break; } } this.point = 0; AddPoint(StatType.Strength, _0); AddPoint(StatType.Dexterity, _1); AddPoint(StatType.Intelligent, _2); AddPoint(StatType.Vitality, _3); AddPoint(StatType.Luck, _4); }