/// <summary> /// 构造函数 /// </summary> /// <param name="curHP"></param> /// <param name="curMP"></param> /// <param name="atk"></param> /// <param name="def"></param> /// <param name="dex"></param> /// <param name="maxHP"></param> /// <param name="maxMP"></param> /// <param name="atkByItem"></param> /// <param name="defByItem"></param> /// <param name="dexByItem"></param> public Mod_PlayerKernelDataProxy(float curHP, float curMP, float atk, float def, float dex, float maxHP, float maxMP, float atkByItem, float defByItem, float dexByItem) : base(curHP, curMP, atk, def, dex, maxHP, maxMP, atkByItem, defByItem, dexByItem) { if (_Instance == null) { _Instance = this; } else { // // Debug.LogError(GetType() + "Mod_PlayerKernelDataProxy(),不允许构造函数实例化,请检查!"); } }
/// <summary> /// 具体的升级规则 /// </summary> /// <param name="maxhp">最大生命值增量</param> /// <param name="maxmp">最大魔法值增量</param> /// <param name="atk">攻击力增量</param> /// <param name="def">防御力增量</param> /// <param name="dex">敏捷度增量</param> public void LevelUpOperation(float maxhp, float maxmp, float atk, float def, float dex) { //所有的核心最大数值增加 Mod_PlayerKernelDataProxy.GetInstance().AddMaxHP(maxhp); Mod_PlayerKernelDataProxy.GetInstance().AddMaxMP(maxmp); //对应的当前数值增加到最大数值 //有必要用Get系列方法吗? Mod_PlayerKernelDataProxy.GetInstance().AddCurHP(Mod_PlayerKernelDataProxy.GetInstance().GetMaxHP()); Mod_PlayerKernelDataProxy.GetInstance().AddCurMP(Mod_PlayerKernelDataProxy.GetInstance().GetMaxMP()); //其他核心数值增加 Mod_PlayerKernelDataProxy.GetInstance().AddATK(atk); Mod_PlayerKernelDataProxy.GetInstance().AddDEF(def); Mod_PlayerKernelDataProxy.GetInstance().AddDEX(dex); }