Exemplo n.º 1
0
        //------------------------------------------------------------------------
        //指定属性枚举获取属性值,全部转化为float类型,返回值需要自行转换类型
        //------------------------------------------------------------------------
        public float GetAttributeByType(AttrbuteEnum attrType)
        {
            float attValue = 0;

            switch (attrType)
            {
            case AttrbuteEnum.Actual_Strength:
                attValue = Strength;
                break;

            case AttrbuteEnum.Actual_StrengthRate:
                attValue = StrengthRate;
                break;

            case AttrbuteEnum.Actual_Intelligence:
                attValue = Intelligence;
                break;

            case AttrbuteEnum.Actual_IntelligenceRate:
                attValue = IntelligenceRate;
                break;

            case AttrbuteEnum.Actual_Charm:
                attValue = Charm;
                break;

            case AttrbuteEnum.Actual_CharmRate:
                attValue = CharmRate;
                break;

            case AttrbuteEnum.Actual_Action:
                attValue = Action;
                break;

            case AttrbuteEnum.Actual_ActionMax:
                attValue = ActionMax;
                break;

            case AttrbuteEnum.Actual_Gold:
                attValue = Gold;
                break;

            default:
                attValue = -1;
                break;
            }
            return(attValue);
        }
Exemplo n.º 2
0
        //------------------------------------------------------------------------
        //指定属性枚举值设置属性值,属性值参数为float类型,内部根据属性类型自行转换
        //------------------------------------------------------------------------
        public void SetAttributeByType(AttrbuteEnum attrType, Operate_Type opType, float tVal)
        {
            switch (attrType)
            {
            case AttrbuteEnum.Actual_Strength:
                SetStrength(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_StrengthRate:
                SetStrengthRate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Intelligence:
                SetIntelligence(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_IntelligenceRate:
                SetIntelligenceRate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Charm:
                SetCharm(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_CharmRate:
                SetCharmRate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Action:
                SetAction(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_ActionMax:
                SetActionMax(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Gold:
                SetGold(opType, (int)tVal);
                break;

            default:
                break;
            }
        }
Exemplo n.º 3
0
        //------------------------------------------------------------------------
        //指定属性枚举值设置属性值,属性值参数为float类型,内部根据属性类型自行转换
        //------------------------------------------------------------------------
        public void SetAttributeByType(AttrbuteEnum attrType, Operate_Type opType, float tVal)
        {
            switch (attrType)
            {
            case AttrbuteEnum.Actual_EnergyRecover:
                SetEnergyRecover(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_EnergyMax:
                SetEnergyMax(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_MaxAd:
                SetMaxAd(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_MinAd:
                SetMinAd(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Critical:
                SetCritical(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_CriticalFactor:
                SetCriticalFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_MetalFactor:
                SetMetalFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_WoodFactor:
                SetWoodFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_WaterFactor:
                SetWaterFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_FireFactor:
                SetFireFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_EarthFactor:
                SetEarthFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_FullDamageFactor:
                SetFullDamageFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_HpMax:
                SetHpMax(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Armor:
                SetArmor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_Miss:
                SetMiss(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_MetalResist:
                SetMetalResist(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_WoodResist:
                SetWoodResist(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_WaterResist:
                SetWaterResist(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_FireResist:
                SetFireResist(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_EarthResist:
                SetEarthResist(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_AccuracyRecover:
                SetAccuracyRecover(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_DamageDerate:
                SetDamageDerate(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_MoveSpeed:
                SetMoveSpeed(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_FullElementResist:
                SetFullElementResist(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_FullElementFactor:
                SetFullElementFactor(opType, (int)tVal);
                break;

            case AttrbuteEnum.Actual_HpFactor:
                SetHpFactor(opType, (int)tVal);
                break;

            default:
                break;
            }
        }
Exemplo n.º 4
0
        //------------------------------------------------------------------------
        //指定属性枚举获取属性值,全部转化为float类型,返回值需要自行转换类型
        //------------------------------------------------------------------------
        public float GetAttributeByType(AttrbuteEnum attrType)
        {
            float attValue = 0;

            switch (attrType)
            {
            case AttrbuteEnum.Actual_EnergyRecover:
                attValue = EnergyRecover;
                break;

            case AttrbuteEnum.Actual_EnergyMax:
                attValue = EnergyMax;
                break;

            case AttrbuteEnum.Actual_MaxAd:
                attValue = MaxAd;
                break;

            case AttrbuteEnum.Actual_MinAd:
                attValue = MinAd;
                break;

            case AttrbuteEnum.Actual_Critical:
                attValue = Critical;
                break;

            case AttrbuteEnum.Actual_CriticalFactor:
                attValue = CriticalFactor;
                break;

            case AttrbuteEnum.Actual_MetalFactor:
                attValue = MetalFactor;
                break;

            case AttrbuteEnum.Actual_WoodFactor:
                attValue = WoodFactor;
                break;

            case AttrbuteEnum.Actual_WaterFactor:
                attValue = WaterFactor;
                break;

            case AttrbuteEnum.Actual_FireFactor:
                attValue = FireFactor;
                break;

            case AttrbuteEnum.Actual_EarthFactor:
                attValue = EarthFactor;
                break;

            case AttrbuteEnum.Actual_FullDamageFactor:
                attValue = FullDamageFactor;
                break;

            case AttrbuteEnum.Actual_HpMax:
                attValue = HpMax;
                break;

            case AttrbuteEnum.Actual_Armor:
                attValue = Armor;
                break;

            case AttrbuteEnum.Actual_Miss:
                attValue = Miss;
                break;

            case AttrbuteEnum.Actual_MetalResist:
                attValue = MetalResist;
                break;

            case AttrbuteEnum.Actual_WoodResist:
                attValue = WoodResist;
                break;

            case AttrbuteEnum.Actual_WaterResist:
                attValue = WaterResist;
                break;

            case AttrbuteEnum.Actual_FireResist:
                attValue = FireResist;
                break;

            case AttrbuteEnum.Actual_EarthResist:
                attValue = EarthResist;
                break;

            case AttrbuteEnum.Actual_AccuracyRecover:
                attValue = AccuracyRecover;
                break;

            case AttrbuteEnum.Actual_DamageDerate:
                attValue = DamageDerate;
                break;

            case AttrbuteEnum.Actual_MoveSpeed:
                attValue = MoveSpeed;
                break;

            case AttrbuteEnum.Actual_FullElementResist:
                attValue = FullElementResist;
                break;

            case AttrbuteEnum.Actual_FullElementFactor:
                attValue = FullElementFactor;
                break;

            case AttrbuteEnum.Actual_HpFactor:
                attValue = HpFactor;
                break;

            default:
                attValue = -1;
                break;
            }
            return(attValue);
        }