/// <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="maxATK">最大攻击力增量</param> /// <param name="maxDEF">最大防御力增量</param> /// <param name="maxDEX">最大敏捷度增量</param> public void UpgradeRuleOperation(float maxhp, float maxmp, float maxATK, float maxDEF, float maxDEX) { //处理核心最大数值增加 PlayerKernalDataProxy.GetInstance().IncreaseMaxHealth(maxhp); PlayerKernalDataProxy.GetInstance().IncreaseMaxMagic(maxmp); PlayerKernalDataProxy.GetInstance().IncreaseMaxATK(maxATK); PlayerKernalDataProxy.GetInstance().IncreaseMaxDEF(maxDEF); PlayerKernalDataProxy.GetInstance().IncreaseMaxDEX(maxDEX); //hp mp加满为最大数值 PlayerKernalDataProxy.GetInstance().IncreaseHealthValues(PlayerKernalDataProxy.GetInstance().GetMaxHealth()); PlayerKernalDataProxy.GetInstance().IncreaseMagicValues(PlayerKernalDataProxy.GetInstance().GetMaxMagic()); }
} //UpgradeOperation end //具体的升级规则的操作 private void UpgradeRuleOperation(float hp, float mp, float ATK, float DED, float DEX, float Crit) { //所有的核心数值增加 PlayerKernalDataProxy.GetInstance().IncreaseMaxHealth(hp); PlayerKernalDataProxy.GetInstance().IncreaseMaxMagic(mp); PlayerKernalDataProxy.GetInstance().IncreaseMaxATK(ATK); PlayerKernalDataProxy.GetInstance().IncreaseMaxDefence(DED); PlayerKernalDataProxy.GetInstance().IncreaseMaxDexterity(DEX); PlayerKernalDataProxy.GetInstance().IncreaseMaxCritChance(Crit); //对应的“生命数值”和“魔法数值”核心数值,加满最大数值 加大的值为本身当前最大的值 PlayerKernalDataProxy.GetInstance().IncreaseHealthValues(PlayerKernalDataProxy.GetInstance().GetMaxHealth()); PlayerKernalDataProxy.GetInstance().IncreaseMagicValues(PlayerKernalDataProxy.GetInstance().GetMaxMagic()); }