/// <summary> /// 根据当前选择的action为player加属性 /// 在舍友不会自己获取状态的时候,就全部用玩家的属性加成 /// </summary> public static void AddProperty(BasePerson person, CharacterAction action) { // 是玩家 if (person.GetType() == GlobalManager.Instance.player.GetType()) { if (!action.EventCaption.Equals("")) { action.Count[0]++; } } else { if (person.Name == GlobalManager.Instance.roommates[0].Name) { if (!action.EventCaption.Equals("")) { action.Count[1]++; } } else if (person.Name == GlobalManager.Instance.roommates[1].Name) { if (!action.EventCaption.Equals("")) { action.Count[2]++; } } else if (person.Name == GlobalManager.Instance.roommates[2].Name) { if (!action.EventCaption.Equals("")) { action.Count[3]++; } } } float multiple; int promote_Money; PropertyStruct promoteProperty = new PropertyStruct(0, 0, 0, 0); promoteProperty += action.Property; promoteProperty += GlobalManager.Instance.player.bonus; promote_Money = action.Money; if (JudgingFirstSuccess(action, person)) { multiple = 1; person.AddRecordAction(action.Captions[1]); if (JudgingSecondSuccess(action, person)) { multiple = 2; person.AddRecordAction(action.Captions[2]); } } else { multiple = 0.5f; person.AddRecordAction(action.Captions[0]); } promoteProperty *= multiple; person.propertyStruct += promoteProperty; person.Money += (int)ChinaRound(promote_Money * multiple, 0); }