public static Tolerance GetToleranceStatus(string id) { ToleranceObject toleranceObject = Resources.Load <ToleranceObject>(ResourcesPath.CreatePath(new string[] { "ToleranceStatus", id, "status" })); if (toleranceObject == null) { global::Debug.LogWarning("耐性データが存在しません. (" + id + ")"); return(Tolerance.GetNutralTolerance()); } return(toleranceObject.tolerance); }
public CharacterStatus(CharacterStatus characterStatus) { this._prefabId = characterStatus._prefabId; this._groupId = characterStatus._groupId; this._hp = characterStatus._hp; this._attackPower = characterStatus._attackPower; this._defencePower = characterStatus._defencePower; this._specialAttackPower = characterStatus._specialAttackPower; this._specialDefencePower = characterStatus._specialDefencePower; this._speed = characterStatus._speed; this._level = characterStatus._level; this.chipIds = characterStatus.chipIds; this._skillIds = new string[] { string.Empty, string.Empty, string.Empty }; this.tolerance = Tolerance.GetNutralTolerance(); this.monsterIntegrationIds = characterStatus.monsterIntegrationIds; }
public CharacterStatus() { this._prefabId = string.Empty; this._groupId = string.Empty; this._hp = 40; this._attackPower = 1000; this._defencePower = 1000; this._specialAttackPower = 1000; this._specialDefencePower = 1000; this._speed = 100; this._level = 1; this._attackPower = this.attackPower; this.chipIds = new int[0]; this._skillIds = new string[] { string.Empty, string.Empty, string.Empty }; this.tolerance = Tolerance.GetNutralTolerance(); this.monsterIntegrationIds = new string[0]; }