Пример #1
0
        public static BattlerSerializable Create(string monsterId, int level = 1)
        {
            BattlerSerializable enemy = new BattlerSerializable();

            enemy             = BattlerLogic.Create(monsterId, level);
            enemy.battlerType = BattlerEnum.BattlerType.Enemy;
            return(enemy);
        }
Пример #2
0
        public static BattlerSerializable Create(string monsterId, string name, int level = 1)
        {
            var actor = BattlerLogic.Create(monsterId, level);

            actor.battlerType = BattlerEnum.BattlerType.Actor;
            actor.needExp     = CalcNeedExp(monsterId, level);
            actor.hasExp      = 0;
            actor.name        = name;
            ActorDataModel actorData = ActorDataModel.Instance;

            actorData.Add(actor);
            return(actor);
        }
Пример #3
0
        /// <summary>
        /// 報酬付与
        /// </summary>
        public static List <LootItemStruct> BattleResult()
        {
            List <LootItemStruct> loots = new List <LootItemStruct>();
            int gold = 0;

            //モンスター固有アイテム抽選
            EnemyDataModel.Instance.Data.ForEach(enemy =>
            {
                loots.AddRange(LootLogic.MonsterLootChoice(enemy.monsterId));
                //ゴールド計算 TODO
                gold += enemy.level * 10;
            });
            //ダンジョン固有アイテム抽選 TODO 確率
            loots.AddRange(LootLogic.DungeonLootChoice(0.1f));

            //アイテム獲得処理
            List <ItemStruct> items = new List <ItemStruct>();

            loots.ForEach(loot =>
            {
                var item = ItemLogic.CreateItemFromLoot(loot);
                items.Add(item);
            });
            StockItemDataModel.GetInstance().AddItems(items);

            //ゴールド獲得処理
            loots.Add(new LootItemStruct()
            {
                Amount = gold,
                ItemId = ItemConsts.GOLD
            });
            StockItemDataModel.GetInstance().AddGold(gold);

            //レベルアップ処理
            //TODO レベルアップの仕様検討
            //一般戦闘の場合は+1 エリート敵の場合は+2
            int levelUpAmount = 1;

            loots.Add(new LootItemStruct()
            {
                Amount = levelUpAmount,
                ItemId = ItemConsts.LEVEL
            });
            BattlerLogic.LevelUp(levelUpAmount);

            return(loots);
        }