Пример #1
0
        }                                      // 存储商店售卖哪些道具

        public GameData()
        {
            //构造函数,设置默认存档
            key = SystemInfo.deviceUniqueIdentifier;    //设定密钥,根据具体平台设定//
            // Player
            Name = "我";
            Rank = 1;
            Gold = 100;

            // 【以后需要删掉】
            CanAvoid   = true;
            CanAttack2 = true;
            CanAttack3 = true;
            CanDush    = true;
            // 【以后需要删掉】

            // 初始装备
            Fit = new IEquip[6];
            Fit[(int)FitType.Weapon] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.dicEquip, "太刀");
            // 初始背包,1~31值为-1
            PropNum = new int[32];
            for (int i = 1; i < 32; i++)
            {
                PropNum[i] = -1;
            }
            PropNum[0] = 3;
            MedicineID = 0;
            // 其他
            HasProp    = new bool[32];
            HasProp[0] = true;
            HasProp[1] = true;
        }
Пример #2
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 private void ChangeEquip_aux(IEquip _dropEquip, IEquip _dressOnEquip)
 {
     // 无论是否有装备可以卸下都可以穿上新装备
     if (_dropEquip != null)
     {
         Enemy.MoveSpeed   -= _dropEquip.Speed;
         Enemy.MaxHP       -= _dropEquip.HP;
         Enemy.MaxSP       -= _dropEquip.SP;
         Enemy.AttackPoint -= _dropEquip.Attack;
         Enemy.DefendPoint -= _dropEquip.Defend;
         Enemy.CritPoint   -= _dropEquip.Crit;
         if (_dropEquip.Type == FitType.Weapon)
         {
             Enemy.Special = SpecialAbility.无;
         }
     }
     Enemy.MoveSpeed   += _dressOnEquip.Speed;
     Enemy.MaxHP       += _dressOnEquip.HP;
     Enemy.MaxSP       += _dressOnEquip.SP;
     Enemy.AttackPoint += _dressOnEquip.Attack;
     Enemy.DefendPoint += _dressOnEquip.Defend;
     Enemy.CritPoint   += _dressOnEquip.Crit;
     if (_dressOnEquip.Type == FitType.Weapon)
     {
         Enemy.Special = _dressOnEquip.Special;
     }
     // 更新完Player的属性后更新WeaponMono的属性
     UpdateEnemyWeapon(EnemyWeapon);
 }
Пример #3
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 public GameData()
 {
     // 构造函数,设置默认存档
     key = SystemInfo.deviceUniqueIdentifier;    // 设定密钥,根据具体平台设定
     HP  = 100;
     // Player
     Fit = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.equipDict, "步枪");
 }
Пример #4
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 /// <summary>
 /// 改变WeaponData,更新Player属性,更新WeaponMono属性
 /// </summary>
 /// <param name="_equipData"></param>
 public void ChangeEquip(IEquip _equipData)
 {
     if (_equipData == null)
     {
         Debug.LogError("_equipData为空!");
         return;
     }
     // 切换不同的装备
     DressOnEquip(_equipData);
 }
Пример #5
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 /// <summary>
 /// 穿上装备
 /// </summary>
 /// <param name="equip"></param>
 private void Equip(IEquip equip)
 {
     Player.MaxHP             += equip.HP;
     Player.MaxSP             += equip.SP;
     PlayerWeapon.BasicAttack += equip.Attack;
     if (equip.Type == FitType.Weapon)
     {
         PlayerWeapon.CilpBulletCount      = equip.CilpBulletCount;
         PlayerWeapon.CurrentBulletCount   = equip.CilpBulletCount;
         PlayerWeapon.RemainingBulletCount = equip.TotalBulletCount - equip.CilpBulletCount;
     }
 }
Пример #6
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 public void Equip(IEquip equip)
 {
     Enemy.MaxHP             += equip.HP;
     Enemy.MaxSP             += equip.SP;
     EnemyWeapon.BasicAttack += equip.Attack;
     if (equip.Type == FitType.Weapon)
     {
         EnemyWeapon.CilpBulletCount      = equip.CilpBulletCount;
         EnemyWeapon.CurrentBulletCount   = equip.CilpBulletCount;
         EnemyWeapon.RemainingBulletCount = equip.TotalBulletCount - equip.CilpBulletCount;
     }
 }
Пример #7
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 public void DressOnEquip(IEquip _dressOnEquip)
 {
     Player.MoveSpeed   += _dressOnEquip.Speed / 10;
     Player.MaxHP       += _dressOnEquip.HP;
     Player.MaxSP       += _dressOnEquip.SP;
     Player.AttackPoint += _dressOnEquip.Attack;
     Player.DefendPoint += _dressOnEquip.Defend;
     Player.CritPoint   += _dressOnEquip.Crit;
     if (_dressOnEquip.Type == FitType.Weapon)
     {
         Player.Special = _dressOnEquip.Special;
     }
 }
Пример #8
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 /// <summary>
 /// Initialize只在第一次创建时执行初始化代码,之后切换Scene时都不用再次初始化,所以Data也没有改变
 /// </summary>
 /// <param name="gameObject"></param>
 public IPlayer(GameObject gameObject) : base(gameObject)
 {
     Speed = 5;
     Fits  = new IEquip[6];
     if (GameObjectInScene != null)
     {
         animator = GameObjectInScene.GetComponent <Animator>();
         Rgbd     = GameObjectInScene.GetComponent <Rigidbody>();
         // 关联中介者
         PlayerMedi = new PlayerMediator(this);
         PlayerMedi.Initialize();
     }
 }
Пример #9
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        /// <summary>
        /// 添加背包中的装备
        /// </summary>
        public bool AddItem(IEquip _Equip)
        {
            int i = 0;

            while (EquipPack[i] != null)    // 找到一个空位
            {
                i++;
            }
            if (i >= EquipPack.Length)
            {
                return(false);
            }
            EquipPack[i] = _Equip;
            return(true);
        }
Пример #10
0
 private void DressOnEquip(IEquip _dressOnEquip)
 {
     // 无论是否有装备可以卸下都可以穿上新装备
     Enemy.MoveSpeed   += _dressOnEquip.Speed;
     Enemy.MaxHP       += _dressOnEquip.HP;
     Enemy.MaxSP       += _dressOnEquip.SP;
     Enemy.AttackPoint += _dressOnEquip.Attack;
     Enemy.DefendPoint += _dressOnEquip.Defend;
     Enemy.CritPoint   += _dressOnEquip.Crit;
     if (_dressOnEquip.Type == FitType.Weapon)
     {
         Enemy.Special = _dressOnEquip.Special;
     }
     // 更新完Player的属性后更新WeaponMono的属性
     UpdateEnemyWeapon(EnemyWeapon);
 }
Пример #11
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 public void DropEquip(IEquip _dropEquip)
 {
     if (_dropEquip != null)
     {
         Player.MoveSpeed   -= _dropEquip.Speed / 10;
         Player.MaxHP       -= _dropEquip.HP;
         Player.MaxSP       -= _dropEquip.SP;
         Player.AttackPoint -= _dropEquip.Attack;
         Player.DefendPoint -= _dropEquip.Defend;
         Player.CritPoint   -= _dropEquip.Crit;
         if (_dropEquip.Type == FitType.Weapon)
         {
             Player.Special = SpecialAbility.无;
         }
         Player.Fit[(int)_dropEquip.Type] = 99;
     }
 }
Пример #12
0
 /// <summary>
 /// Initialize只在第一次创建时执行初始化代码,之后切换Scene时都不用再次初始化,所以Data也没有改变
 /// </summary>
 /// <param name="gameObject"></param>
 public IPlayer(GameObject gameObject) : base(gameObject)
 {
     EquipPack = new IEquip[35];
     PropPack  = new IProp[35];
     Fit       = new int[8] {
         99, 99, 99, 99, 99, 99, 99, 99
     };                                          // 初始值>34表示未装备
     if (GameObjectInScene != null)
     {
         animator = GameObjectInScene.GetComponent <Animator>();
         Rgbd     = GameObjectInScene.GetComponent <Rigidbody>();
         // 关联中介者
         PlayerMedi = new PlayerMediator(this);
         PlayerMedi.Initialize();
     }
     // LoadData(); 请在子类构造函数最尾处调用
 }
Пример #13
0
        /// <summary>
        /// 改变WeaponData,更新Player属性,更新WeaponMono属性
        /// </summary>
        /// <param name="_equipData"></param>
        public void ChangeEquip(IEquip _equipData)
        {
            if (_equipData == null)
            {
                Debug.Log("_equipData为空!");
                return;
            }
            // 切换不同的装备
            switch (_equipData.Type)
            {
            case FitType.Weapon:
                ChangeEquip_aux(WeaponData, _equipData);
                break;

            case FitType.Cloth:
                ChangeEquip_aux(ClothData, _equipData);
                break;
            }
        }
Пример #14
0
        /// <summary>
        /// Player可以装备更多装备
        /// 更新Player属性,更新WeaponMono属性
        /// </summary>
        /// <param name="_equipData"></param>
        public void ChangeEquip(int _ID)
        {
            // 若ID超出或对应装备为空
            if (_ID >= Player.EquipPack.Length || Player.EquipPack[_ID] == null)
            {
                return;
            }

            // 对应装备
            IEquip _equip = Player.EquipPack[_ID];

            // 原本有装备的话卸下
            if (Player.Fit[(int)_equip.Type] < Player.EquipPack.Length)
            {
                DropEquip(Player.EquipPack[Player.Fit[(int)_equip.Type]]);
            }
            DressOnEquip(_equip);
            Player.Fit[(int)_equip.Type] = _ID;   // 更新Fit装备
            // 更新完Player的属性后更新WeaponMono的属性
            UpdatePlayerWeapon(PlayerWeapon);
        }
Пример #15
0
        public GameData()
        {
            //构造函数,设置默认存档
            key = SystemInfo.deviceUniqueIdentifier;    //设定密钥,根据具体平台设定//
            // Player
            Name = "我";
            Rank = 1;
            Gold = 100;

            CanAttack = true;
            // 初始装备
            Fit = new IEquip[6];
            Fit[(int)FitType.Weapon] = UnityHelper.FindDic(GameMainProgram.Instance.dataBaseMgr.equipDict, "太刀");
            // 初始背包,1~31值为-1
            PropNum = new int[32];
            for (int i = 1; i < 32; i++)
            {
                PropNum[i] = -1;
            }
            PropNum[0] = 3;
            // 其他
            TasksData = new List <TaskData>();
        }
Пример #16
0
 /// <summary>
 /// 卸下装备
 /// </summary>
 /// <param name="equip"></param>
 private void UnEquip(IEquip equip)
 {
     Player.MaxHP             -= equip.HP;
     Player.MaxSP             -= equip.SP;
     PlayerWeapon.BasicAttack -= equip.Attack;
 }
Пример #17
0
 /// <summary>
 /// 卸下装备
 /// </summary>
 /// <param name="equip"></param>
 private void UnEquip(IEquip equip)
 {
     Enemy.MaxHP             -= equip.HP;
     Enemy.MaxSP             -= equip.SP;
     EnemyWeapon.BasicAttack -= equip.Attack;
 }