public AttrData(AttrAbility attrAbility) { m_attrAbility = attrAbility; //基础属性 HP = new AttrValue(EActorAttr.HP, m_attrAbility); MP = new AttrValue(EActorAttr.HP, m_attrAbility); MaxHP = new AttrValue(EActorAttr.HP, m_attrAbility); MaxMP = new AttrValue(EActorAttr.HP, m_attrAbility); HpRecoverSpeed = new AttrValue(EActorAttr.HP, m_attrAbility); MpRecoverSpeed = new AttrValue(EActorAttr.HP, m_attrAbility); Level = new AttrValue(EActorAttr.HP, m_attrAbility); CurExp = new AttrValue(EActorAttr.HP, m_attrAbility); UpLevelNeedExp = new AttrValue(EActorAttr.HP, m_attrAbility); Gold = new AttrValue(EActorAttr.HP, m_attrAbility); //战斗属性 Strength = new AttrValue(EActorAttr.HP, m_attrAbility); Endurance = new AttrValue(EActorAttr.HP, m_attrAbility); Intelligence = new AttrValue(EActorAttr.HP, m_attrAbility); Spirit = new AttrValue(EActorAttr.HP, m_attrAbility); PhysicalAttack = new AttrValue(EActorAttr.HP, m_attrAbility); PhysicalDefence = new AttrValue(EActorAttr.HP, m_attrAbility); MagicAttack = new AttrValue(EActorAttr.HP, m_attrAbility); MagicDefence = new AttrValue(EActorAttr.HP, m_attrAbility); CriticalChance = new AttrValue(EActorAttr.HP, m_attrAbility); //移动控制属性 WalkSpeed = new AttrValue(EActorAttr.HP, m_attrAbility); RunSpeed = new AttrValue(EActorAttr.HP, m_attrAbility); AttackSpeed = new AttrValue(EActorAttr.HP, m_attrAbility); JumpSpeed = new AttrValue(EActorAttr.HP, m_attrAbility); JumpGravity = new AttrValue(EActorAttr.HP, m_attrAbility); }
public AttributeNode(AttrAbility attrAbility, bool bListen = false) { m_attrAbility = attrAbility; for (int i = 0; i < (int)EActorAttr.AttrEnd; i++) { AttrValue attrValue = new AttrValue((EActorAttr)i, attrAbility, bListen); m_lstValues.Add(attrValue); } }
public GrowthAttrNode(AttrAbility attrAbility) : base(attrAbility) { }
public AttrValue GetAttr(EActorAttr eActorAttr) { AttrAbility attrAbility = GetAbility <AttrAbility>(); return(attrAbility.GetAttr(eActorAttr)); }
public AttrValue(EActorAttr eActorAttr, AttrAbility attrAbility, bool isListen = false) { m_eActorAttr = eActorAttr; m_attrAbility = attrAbility; m_bListen = isListen; }
public BuffAttrNode(AttrAbility attrAbility) : base(attrAbility) { }
public EquipAttrNode(AttrAbility attrAbility) : base(attrAbility) { }