/// <summary> /// 更新属性数据 /// 升级 或者 换装时调用 。或者 有任务属性变动时 调用 /// </summary> public void UpdateValue() { attachAttack.UpdateValue(Level); strength.UpdateValue(Level); intelligence.UpdateValue(Level); enargy.UpdateValue(Level); spirit.UpdateValue(Level); shield.UpdateValue(Level); spellResistance.UpdateValue(Level); ignoreDamage.UpdateValue(Level); defensive.UpdateValue(Level, () => shield.CurrValue * PropertyConstParam.ShieldToDefen); magicDefensive.UpdateValue(Level, () => spellResistance.CurrValue * PropertyConstParam.SpellResToMDefen); critical.UpdateValue(Level); criticalDemage.UpdateValue(Level); attackSpeed.UpdateValue(Level); magicSpeed.UpdateValue(Level); moveSpeed.UpdateValue(Level); deBuff.UpdateValue(Level); hp.UpdateValue(Level, () => enargy.MaxValue * PropertyConstParam.EnargyToHP); hp.Recovery = hp.MaxValue / PropertyConstParam.LimitHPRecSec + enargy.MaxValue * PropertyConstParam.EnartyToHPRec; mp.UpdateValue(Level, () => spirit.MaxValue * PropertyConstParam.SpiritToMP); mp.Recovery = mp.MaxValue / PropertyConstParam.LimitMPRecSec + spirit.MaxValue * PropertyConstParam.SpiritToMPRec; attack.UpdateValue(Level, () => strength.MaxValue * PropertyConstParam.StrengthToAttack); magicAttack.UpdateValue(Level, () => intelligence.MaxValue * PropertyConstParam.IntelligenceToAttack); }