public static bool Write() { //StringWriter sw = new StringWriter(); //JsonWriter writer = new JsonTextWriter(sw); FormationInfo fi = new FormationInfo(); // position1 FormationPosition fp1 = new FormationPosition(); fp1.Buffs = new List <PositionBuff>(); fp1.Buffs.Add(new PositionBuff(CharacterPropertyType.Atk, "50")); fp1.Buffs.Add(new PositionBuff(CharacterPropertyType.RecieveDamage, "40")); // position1 FormationPosition fp2 = new FormationPosition(); fp2.Buffs = new List <PositionBuff>(); fp2.Buffs.Add(new PositionBuff(CharacterPropertyType.Atk, "50")); fp2.Buffs.Add(new PositionBuff(CharacterPropertyType.RecieveDamage, "40")); // position1 FormationPosition fp3 = new FormationPosition(); fp3.Buffs = new List <PositionBuff>(); fp3.Buffs.Add(new PositionBuff(CharacterPropertyType.Atk, "50")); fp3.Buffs.Add(new PositionBuff(CharacterPropertyType.RecieveDamage, "40")); // position1 FormationPosition fp4 = new FormationPosition(); fp4.Buffs = new List <PositionBuff>(); fp4.Buffs.Add(new PositionBuff(CharacterPropertyType.Atk, "50")); fp4.Buffs.Add(new PositionBuff(CharacterPropertyType.RecieveDamage, "40")); // position1 FormationPosition fp5 = new FormationPosition(); fp5.Buffs = new List <PositionBuff>(); fp5.Buffs.Add(new PositionBuff(CharacterPropertyType.Atk, "50")); fp5.Buffs.Add(new PositionBuff(CharacterPropertyType.RecieveDamage, "40")); fi.Name = "zhenfa1"; fi.Positions = new List <FormationPosition>(); fi.Positions.Add(fp1); fi.Positions.Add(fp2); fi.Positions.Add(fp3); fi.Positions.Add(fp4); fi.Positions.Add(fp5); Console.WriteLine(JsonConvert.SerializeObject(new List <FormationInfo>() { fi }, Formatting.Indented)); //Console.WriteLine(JsonConvert.SerializeObject(new List<FormationInfo>() { fi })); return(false); }
/// 设置ModifierInfo /// </summary> /// <param name="nameCN">中文名</param> /// <param name="namePY">拼音</param> /// <param name="modifier">要配置的buff</param> /// <param name="IntValue">整数字符串</param> public static void setModifierInfo(ModifierInfo modifier, string nameCN, string namePY, FormationPosition formationPosition) { // 设置为战斗后移除 modifier.flags = ModifierFlags.RemoveAfterCombat; // 设置鼠标移上去时的描述 LanguageData mLanguageData = modifier.GetLanguageData(); mLanguageData.SetText("Name", nameCN); mLanguageData.SetText("Desc", nameCN + "施展中"); mLanguageData.ID = "martial-" + namePY; //foreach (KeyValuePair<string, string> kv in mLanguageData.Map) //{ // FormationMod.logger.Log($"LanguageData key:{kv.Key}value:{kv.Value}"); //} List <AdditionalProperty> mProperties = modifier.Properties; // 清楚旧的属性 mProperties.Clear(); for (int i = 0; i < formationPosition.Buffs.Count; i++) { PositionBuff Buffs = formationPosition.Buffs[i]; // 添加属性为参数值 VariableValue variableValue = new VariableValue(); variableValue.Type = VariableValueType.Value; variableValue.value = Buffs.Value; // 新的属性 AdditionalProperty newAdditionalProperty = new AdditionalProperty(); newAdditionalProperty.IsFactor = true; //newAdditionalProperty.IsFactor = false; newAdditionalProperty.effectType = PropertyEffectType.Add; newAdditionalProperty.property = Buffs.BuffType; newAdditionalProperty.Value = variableValue; // 添加属性 mProperties.Add(newAdditionalProperty); } //foreach (AdditionalProperty additionalProperty in mProperties) //{ // FormationMod.logger.Log($"additionalProperty IsFactor:{additionalProperty.IsFactor}|effectType:{additionalProperty.effectType}|property:{additionalProperty.property}"); // FormationMod.logger.Log($"additionalProperty VariableValueType: { additionalProperty.Value.Type}|value: { additionalProperty.Value.value}"); //} }