public void upgradePlayerProperty(enforce_Property enforceProperty) { //Debug.Log ("人物强化"); MaxHp += enforceProperty.MaxHp; Hp += enforceProperty.MaxHp; if (Hp > MaxHp) { Hp = MaxHp; } MaxNp += enforceProperty.MaxNp; Np += enforceProperty.MaxNp; if (Np > MaxNp) { Np = MaxNp; } MaxMoveSpeed += enforceProperty.MaxMoveSpeed; MoveSpeed += enforceProperty.MaxMoveSpeed; MaxDamage += enforceProperty.MaxDamage; Damage += enforceProperty.MaxDamage; MaxAttackSpeed += enforceProperty.MaxAttackSpeed; AttackSpeed += enforceProperty.MaxAttackSpeed; MaxAttackRate += enforceProperty.MaxAttackRate; AttackRate += enforceProperty.MaxAttackRate; MaxAttackDistance += enforceProperty.MaxAttackDistance; AttackDistance += enforceProperty.MaxAttackDistance; mBaseMoveSpeed = 5 + MaxMoveSpeed; //更新子弹的武器伤害 upgradeShootProperties(); }
//强加玩家属性 public bool enforceChar(GameObject obj) { int graped = 0; enforce_Property enforceProperty = obj.GetComponent <enforce_Property>(); char_property charProperty = gameObject.GetComponent <char_property>(); if (enforceProperty) { charProperty.upgradePlayerProperty(enforceProperty); graped += 1; } if (graped > 0) { return(true); } return(false); }