private DefaultGameData.LvUpNeedExp userExpDataSet() { DefaultGameData.LvUpNeedExp expChart = new DefaultGameData.LvUpNeedExp(); expChart.MaxLv = (int)ObjectLvLimit.UserMax; expChart.NeedExp = new int[expChart.MaxLv]; int prevExp = 0; for (int i = 0; i < expChart.MaxLv; ++i) { if (i > 0) { prevExp = expChart.NeedExp[i - 1]; } expChart.NeedExp[i] = (i + 1) * 1000 + prevExp; } return(expChart); }
private DefaultGameData.LvUpNeedExp skillExpSet() { DefaultGameData.LvUpNeedExp skillExpChart = new DefaultGameData.LvUpNeedExp(); skillExpChart.MaxLv = (int)ObjectLvLimit.SkillMax; skillExpChart.NeedExp = new int[skillExpChart.MaxLv]; skillExpChart.NeedGold = new int[skillExpChart.MaxLv]; int prevExp = 0; int prevGold = 0; for (int i = 0; i < skillExpChart.MaxLv; ++i) { if (i > 0) { prevExp = skillExpChart.NeedExp[i - 1]; prevGold = skillExpChart.NeedGold[i - 1]; } skillExpChart.NeedExp[i] = (i / 10 + 1) * 100 + prevExp; skillExpChart.NeedGold[i] = (i / 10 + 1) * 100 + prevGold; } return(skillExpChart); }
private DefaultGameData.LvUpNeedExp itemExpSet() { DefaultGameData.LvUpNeedExp itemExpChart = new DefaultGameData.LvUpNeedExp(); itemExpChart.MaxLv = (int)ObjectLvLimit.ItemMax; itemExpChart.NeedExp = new int[itemExpChart.MaxLv]; itemExpChart.NeedGold = new int[itemExpChart.MaxLv]; int prevExp = 0; int prevGold = 0; for (int i = 0; i < itemExpChart.MaxLv; ++i) { if (i > 0) { prevExp = itemExpChart.NeedExp[i - 1]; prevGold = itemExpChart.NeedGold[i - 1]; } itemExpChart.NeedExp[i] = (i / 10 + 1) * 100 + prevExp; itemExpChart.NeedGold[i] = (i / 10 + 1) * 100 + prevGold; } return(itemExpChart); }
private DefaultGameData.LvUpNeedExp UnitExpSet() { DefaultGameData.LvUpNeedExp unitExpChart = new DefaultGameData.LvUpNeedExp(); unitExpChart.MaxLv = (int)ObjectLvLimit.MinionMax; unitExpChart.NeedExp = new int[unitExpChart.MaxLv]; unitExpChart.NeedGold = new int[unitExpChart.MaxLv]; int prevExp = 0; int prevGold = 0; for (int i = 0; i < unitExpChart.MaxLv; ++i) { if (i > 0) { prevExp = unitExpChart.NeedExp[i - 1]; prevGold = unitExpChart.NeedGold[i - 1]; } unitExpChart.NeedExp[i] = (i / 10 + 1) * 100 + prevExp; unitExpChart.NeedGold[i] = (i / 10 + 1) * 100 + prevGold; } return(unitExpChart); }