/// <summary> /// 计算魔法防御 /// </summary> private static int CalcMagDefend(s_building_typeInfo TypeInfo, s_buildqualityInfo QualityInfo, float Tenacity) { if (TypeInfo == null) { return(0); } float k5 = ConfigM.GetBuildUpParam(5); float add = (Tenacity - TypeInfo.tenacity * 0.01f) * k5; int value = TypeInfo.magicdefend + (int)add; if (QualityInfo != null) { value += QualityInfo.addmagicdefend; } return(value); }
/// <summary> /// 计算物理防御 /// </summary> private static int CalcPhyDefend(s_building_typeInfo TypeInfo, s_buildqualityInfo QualityInfo, float Tenacity) { if (TypeInfo == null) { return(0); } float k4 = ConfigM.GetBuildUpParam(4); float add = (Tenacity - TypeInfo.tenacity * 0.01f) * k4; int value = TypeInfo.physicaldefend + (int)add; if (QualityInfo != null) { value += QualityInfo.addphydefend; } return(value); }
/// <summary> /// 计算物理攻击 /// </summary> private static int CalcPhyAttack(s_building_typeInfo TypeInfo, s_buildqualityInfo QualityInfo, float Intensity) { if (TypeInfo == null) { return(0); } float k2 = ConfigM.GetBuildUpParam(2); float add = (Intensity - TypeInfo.intensity * 0.01f) * k2; int value = TypeInfo.phy_attack + (int)add; if (QualityInfo != null) { value += QualityInfo.addphyattack; } return(value); }
/// <summary> /// 计算魔法攻击 /// </summary> private static int CalcMagAttack(s_building_typeInfo TypeInfo, s_buildqualityInfo QualityInfo, float Intensity) { if (TypeInfo == null) { return(0); } float k3 = ConfigM.GetBuildUpParam(3); float add = (Intensity - TypeInfo.intensity * 0.01f) * k3; int value = TypeInfo.magic_attack + (int)add; if (QualityInfo != null) { value += QualityInfo.addmagicattack; } return(value); }
/// <summary> /// 计算血量上限 /// </summary> private static int CalcHp(s_building_typeInfo TypeInfo, s_buildqualityInfo QualityInfo, float Solidity) { if (TypeInfo == null) { return(0); } float k1 = ConfigM.GetBuildUpParam(1); float add = (Solidity - TypeInfo.solidity * 0.01f) * k1; int value = TypeInfo.hp + (int)add; if (QualityInfo != null) { value += QualityInfo.addhp; } return(value); }