/// <summary> /// 添加属性Item /// </summary> private void AddData() { if (m_HeroNextT.getInitMaxHP() > m_HeroT.getInitMaxHP())//生命 { int poor = m_HeroNextT.getInitMaxHP() - m_HeroT.getInitMaxHP(); string hp = GameUtils.GetAttriName(1); m_AttrDic.Add(hp, string.Format("+{0}", poor)); } if (m_HeroNextT.getInitPhysicalAttack() > m_HeroT.getInitPhysicalAttack())//攻击力 { int poor = m_HeroNextT.getInitPhysicalAttack() - m_HeroT.getInitPhysicalAttack(); string attack = GameUtils.GetAttriName(3); m_AttrDic.Add(attack, string.Format("+{0}", poor)); } if (m_HeroNextT.getInitPhysicalDefence() > m_HeroT.getInitPhysicalDefence())//防御 { int poor = m_HeroNextT.getInitPhysicalDefence() - m_HeroT.getInitPhysicalDefence(); string def = GameUtils.GetAttriName(5); m_AttrDic.Add(def, string.Format("+{0}", poor)); } if (m_HeroNextT.getBaseHit() > m_HeroT.getBaseHit())//命中率 { int poor = m_HeroNextT.getBaseHit() - m_HeroT.getBaseHit(); string hit = GameUtils.GetAttriName(23); m_AttrDic.Add(hit, string.Format("+{0}", poor)); } if (m_HeroNextT.getBaseDodge() > m_HeroT.getBaseDodge())//闪避率 { int poor = m_HeroNextT.getBaseDodge() - m_HeroT.getBaseDodge(); string dodge = GameUtils.GetAttriName(24); m_AttrDic.Add(dodge, string.Format("+{0}", poor)); } if (m_HeroNextT.getBaseCritical() > m_HeroT.getBaseCritical())//暴击率 { int poor = m_HeroNextT.getBaseCritical() - m_HeroT.getBaseCritical(); string crit = GameUtils.GetAttriName(25); m_AttrDic.Add(crit, string.Format("+{0}", poor)); } if (m_HeroNextT.getBaseTenacity() > m_HeroT.getBaseTenacity())//韧性率 { int poor = m_HeroNextT.getBaseTenacity() - m_HeroT.getBaseTenacity(); string ten = GameUtils.GetAttriName(26); m_AttrDic.Add(ten, string.Format("+{0}", poor)); } if (m_HeroNextT.getDamageBonusHit() > m_HeroT.getDamageBonusHit())//伤害加深率 { int poor = m_HeroNextT.getDamageBonusHit() - m_HeroT.getDamageBonusHit(); string damageB = GameUtils.GetAttriName(31); m_AttrDic.Add(damageB, string.Format("+{0}", poor)); } if (m_HeroNextT.getDamageReductionHit() > m_HeroT.getDamageReductionHit())//伤害减免率 { int poor = m_HeroNextT.getDamageReductionHit() - m_HeroT.getDamageReductionHit(); string damageR = GameUtils.GetAttriName(32); m_AttrDic.Add(damageR, string.Format("+{0}", poor)); } if (m_HeroNextT.getBaseCriticalDamage() > m_HeroT.getBaseCriticalDamage())//暴击伤害率 { int poor = m_HeroNextT.getBaseCriticalDamage() - m_HeroT.getBaseCriticalDamage(); string criticalD = GameUtils.GetAttriName(33); m_AttrDic.Add(criticalD, string.Format("+{0}", poor)); } if (m_HeroNextT.getBlockHit() > m_HeroT.getBlockHit())//格挡率 { int poor = m_HeroNextT.getBlockHit() - m_HeroT.getBlockHit(); string block = GameUtils.GetAttriName(56); m_AttrDic.Add(block, string.Format("+{0}", poor)); } if (m_HeroNextT.getSabotageHit() > m_HeroT.getSabotageHit())//破甲率 { int poor = m_HeroNextT.getSabotageHit() - m_HeroT.getSabotageHit(); string sabotage = GameUtils.GetAttriName(57); m_AttrDic.Add(sabotage, string.Format("+{0}", poor)); } }