示例#1
0
    private void ChangePlayerAttrOfLevel(int level)
    {
        Cfg_Level levelCfg = Cfg_Level.GetCfg(level);

        Attr.Attack  += levelCfg.AddAttack;
        Attr.Blood   += levelCfg.AddBlood;
        Attr.Defense += levelCfg.AddDefense;
    }
示例#2
0
    private float IfCanLevelUp(float value)
    {
        Cfg_Level cfg_Level = Cfg_Level.GetCfg(Level);

        if (value >= cfg_Level.NeedExp)
        {
            Level = Level + 1;
            return(value - cfg_Level.NeedExp);
        }
        else
        {
            return(value);
        }
    }
示例#3
0
    void SetExpSlider(float exp, float addExp = 0f)
    {
        GameObject obj = AddExpText.gameObject;

        obj.SetActive(false);
        if (addExp != 0)
        {
            GameObject _obj = Instantiate(obj, obj.transform.parent);
            _obj.GetComponent <Text>().text = Mathf.FloorToInt(addExp).ToString("+#;-#;0");
            _obj.SetActive(true);
        }
        ExpText.text    = Mathf.Floor(exp).ToString() + "/" + Cfg_Level.GetCfg(PlayerData.Level).NeedExp;
        ExpSlider.value = exp / Cfg_Level.GetCfg(PlayerData.Level).NeedExp;
    }
示例#4
0
    private void PracticeAddExp()
    {
        Timer timer    = Timer.CreateTimer("Practice");
        int   interval = COMMON.PracticeInterval;

        timer.StartTiming(interval, delegate()
        {
            if (PlayerData.IsStartPractice)
            {
                Cfg_Level cfg_Level = Cfg_Level.GetCfg(PlayerData.Level);
                PlayerDataChange.AddExp(cfg_Level.AddExp);
            }
        }, true);  //每隔一段时间获得一次经验,需要先开启修炼,受资质影响
    }
示例#5
0
 void SetLevelText(int level)
 {
     LevelText.text = Cfg_Level.GetCfg(level).Name;
 }