示例#1
0
 static void SetParams(General g, int n)
 {
     g.nameGeneral = GeneralText.GetName(n);
     g.descGeneral = GeneralText.GetDescription(n);
     g.prefab      = ResManager.instance.gensE[n];
     g.img         = ResManager.instance.genEImg[n];
     g.img2        = ResManager.instance.genEImg2[n];
 }
示例#2
0
    public static General GenarateGeneral()
    {
        int i = 0;
        //i = Random.Range(0, 9);
        General general = new General();

        general.nameGeneral                      = GeneralText.GetName(i);
        general.descGeneral                      = GeneralText.GetDescription(i);
        general.prefab                           = ResManager.instance.gens[i];
        general.img                              = ResManager.instance.genImg[i];
        general.img2                             = ResManager.instance.genImg2[i];
        general.PARAMS[GENERAL_LEVEL]            = Random.Range(7, 15);
        general.PARAMS[GENERAL_STRENGTH]         = Random.Range(3, 8) + (Random.Range(1, 3) * general.PARAMS[GENERAL_LEVEL]) - 2;           //Сила
        general.PARAMS[GENERAL_AGILITY]          = Random.Range(3, 8) + (Random.Range(1, 3) * general.PARAMS[GENERAL_LEVEL]) - 2;           //Ловкость
        general.PARAMS[GENERAL_INTELLECT]        = Random.Range(3, 8) + (Random.Range(1, 3) * general.PARAMS[GENERAL_LEVEL]) - 2;           //Интеллект
        general.PARAMS[GENERAL_EXP]              = 0;
        general.PARAMS[GENERAL_HP]               = 500 + 5 * general.PARAMS[GENERAL_STRENGTH];                                              //Жизни
        general.PARAMS[GENERAL_MANA]             = 10 + 5 * general.PARAMS[GENERAL_INTELLECT];                                              //Мана
        general.PARAMS[GENERAL_DAMAGE]           = 10 + (3 * general.PARAMS[GENERAL_STRENGTH] + general.PARAMS[GENERAL_INTELLECT]) / 2;     //Урон физический
        general.PARAMS[GENERAL_DAMAGE_ICE]       = 0;                                                                                       //Урон ледяной
        general.PARAMS[GENERAL_DAMAGE_FIRE]      = 0;                                                                                       //Урон огненый
        general.PARAMS[GENERAL_DAMAGE_ELECTRIC]  = 0;                                                                                       //Урон электрический
        general.PARAMS[GENERAL_DEFENSE]          = 0 + (2 * general.PARAMS[GENERAL_STRENGTH] + 3 * general.PARAMS[GENERAL_AGILITY]) / 10;   //Защита/Броня
        general.PARAMS[GENERAL_DEFENSE_ICE]      = 0 + general.PARAMS[GENERAL_INTELLECT] / 2;                                               //Защита от льда
        general.PARAMS[GENERAL_DEFENSE_FIRE]     = 0 + general.PARAMS[GENERAL_INTELLECT] / 2;                                               //Защита от огня
        general.PARAMS[GENERAL_DEFENSE_ELECTRIC] = 0 + general.PARAMS[GENERAL_INTELLECT] / 2;                                               //Защита от электричества
        general.PARAMS[GENERAL_EVASION]          = 0 + general.PARAMS[GENERAL_AGILITY] / 5;                                                 //Уклонение
        general.PARAMS[GENERAL_BLOCK]            = 0 + general.PARAMS[GENERAL_AGILITY] / 5;                                                 //Блок
        general.PARAMS[GENERAL_ACCURACY]         = 40 + (3 * general.PARAMS[GENERAL_AGILITY] + 2 * general.PARAMS[GENERAL_INTELLECT]) / 10; //Точность
        general.PARAMS[GENERAL_CRIT_DAMAGE]      = 30;                                                                                      //Критический урон
        general.PARAMS[GENERAL_CRIT_CHANGE]      = 5;                                                                                       //Крит шанс
        general.PARAMS[GENERAL_INITIATIVE]       = 0 + general.PARAMS[GENERAL_INTELLECT] * 5;                                               //Инициатива
        general.PARAMS[GENERAL_PARRY]            = 0 + general.PARAMS[GENERAL_AGILITY] / 5;                                                 //Парирование удара/отражение

        general.skill0             = SkillName.skill0;
        general.skill_lvl_0        = 1;
        general.skill0Delay        = SkillInfo.GetSkill(general.skill0, general.skill_lvl_0).delay;
        general.skill0Delay_Curent = general.skill0Delay;
        general.skill1             = SkillName.skill1;
        general.skill_lvl_1        = 1;
        general.skill2             = SkillName.skill2;
        general.skill_lvl_2        = 1;

        general.skillB      = SkillNameB.skillB0;
        general.skill_lvl_B = 1;

        /*switch (general.nameGeneral)    Скилы выдаваемые при создании генералу, в зависимости от его имени либо типа.
         * {
         *  case "Алёша":
         *      general.skill0 = SkillName.skill0;
         *      general.skill_lvl_0 = 1;
         *      general.skill1 = SkillName.skill1;
         *      general.skill_lvl_1 = 0;
         *      general.skill2 = SkillName.skill2;
         *      general.skill_lvl_2 = 0;
         *      general.skillB = SkillNameB.skillB0;
         *      general.skill_lvl_B = 0;
         *      break;
         *  case "Клоун":
         *      general.skill0 = SkillName.skill0;
         *      general.skill_lvl_0 = 0;
         *      general.skill1 = SkillName.skill1;
         *      general.skill_lvl_1 = 0;
         *      general.skill2 = SkillName.skill2;
         *      general.skill_lvl_2 = 0;
         *      general.skillB = SkillNameB.skillB0;
         *      general.skill_lvl_B = 0;
         *      break;
         *
         * }*/


        //Боевые параметры(Текущий)
        general.PARAMS[GENERAL_HP_CURRENT]               = general.PARAMS[GENERAL_HP];
        general.PARAMS[GENERAL_MANA_CURRENT]             = general.PARAMS[GENERAL_MANA];
        general.PARAMS[GENERAL_DAMAGE_CURRENT]           = general.PARAMS[GENERAL_DAMAGE];
        general.PARAMS[GENERAL_DAMAGE_ICE_CURRENT]       = general.PARAMS[GENERAL_DAMAGE_ICE];
        general.PARAMS[GENERAL_DAMAGE_FIRE_CURRENT]      = general.PARAMS[GENERAL_DAMAGE_FIRE];
        general.PARAMS[GENERAL_DAMAGE_ELECTRIC_CURRENT]  = general.PARAMS[GENERAL_DAMAGE_ELECTRIC];
        general.PARAMS[GENERAL_STRENGTH_CURRENT]         = general.PARAMS[GENERAL_STRENGTH];
        general.PARAMS[GENERAL_AGILITY_CURRENT]          = general.PARAMS[GENERAL_AGILITY];
        general.PARAMS[GENERAL_INTELLECT_CURRENT]        = general.PARAMS[GENERAL_INTELLECT];
        general.PARAMS[GENERAL_DEFENSE_CURRENT]          = general.PARAMS[GENERAL_DEFENSE];
        general.PARAMS[GENERAL_DEFENSE_ICE_CURRENT]      = general.PARAMS[GENERAL_DEFENSE_ICE];
        general.PARAMS[GENERAL_DEFENSE_FIRE_CURRENT]     = general.PARAMS[GENERAL_DEFENSE_FIRE];
        general.PARAMS[GENERAL_DEFENSE_ELECTRIC_CURRENT] = general.PARAMS[GENERAL_DEFENSE_ELECTRIC];
        general.PARAMS[GENERAL_EVASION_CURRENT]          = general.PARAMS[GENERAL_EVASION];
        general.PARAMS[GENERAL_BLOCK_CURRENT]            = general.PARAMS[GENERAL_BLOCK];
        general.PARAMS[GENERAL_ACCURACY_CURRENT]         = general.PARAMS[GENERAL_ACCURACY];
        general.PARAMS[GENERAL_CRIT_DAMAGE_CURRENT]      = general.PARAMS[GENERAL_CRIT_DAMAGE];
        general.PARAMS[GENERAL_CRIT_CHANGE_CURRENT]      = general.PARAMS[GENERAL_CRIT_CHANGE];
        general.PARAMS[GENERAL_INITIATIVE_CURRENT]       = general.PARAMS[GENERAL_INITIATIVE];
        general.PARAMS[GENERAL_PARRY_CURRENT]            = general.PARAMS[GENERAL_PARRY];

        return(general);
    }