/// <summary> /// 使用静态方法创建一个标准玩家控制的角色,这个角色的职业是Paladin /// </summary> /// <returns></returns> public static Character CreatePlayer(int difficultyLevel) { Character c = new Character() { //人物的基础属性 Stama = 46, Speed = 1.2f, Crit = 0.2f, Inte = 60, Master = 0f, Defense = 0f, MaxAP = 0, CharacterName = "完美的操纵者", Description = "玩家控制单位", }; c.HP = c.MaxHP; c.MP = c.MaxMP; c.AP = c.MaxAP; c.SkillList.Add(SkillBuilder.CreateSkillP1(c)); c.SkillList.Add(SkillBuilder.CreateSkillP2(c)); c.SkillList.Add(SkillBuilder.CreateSkillP3(c)); c.SkillList.Add(SkillBuilder.CreateSkillP4(c)); c.SkillList.Add(SkillBuilder.CreateSkillP5(c)); c.SkillList.Add(SkillBuilder.CreateSkillP6(c)); c.SkillList.Add(SkillBuilder.CreateSkillP7(c)); c.SkillList.Add(SkillBuilder.CreateSkillP8(c)); new PlayerController(c); return(c); }
/// <summary> /// 由对应的控制器类负责创建对应的角色实例 /// 好像又回到了wa的结构 /// </summary> /// <returns></returns> public static BossController CreateBoss1(int difficultyLevel) { Character c = CreateBossNormal(difficultyLevel, 25000, "按部就班的便当王", out float miuti); //添加并绑定Boss的技能 c.SkillList = new List <Skill>(); //添加Controller BossController controller = new BossController(c); c.SkillList.Add(SkillBuilder.CreateSkillB1(c, miuti)); c.SkillList.Add(SkillBuilder.CreateSkillB2(c, miuti)); c.SkillList.Add(SkillBuilder.CreateSkillB3(c, miuti)); return(controller); }
/// <summary> /// 由对应的控制器类负责创建对应的角色实例 /// 好像又回到了wa的结构 /// </summary> /// <returns></returns> public static BossController CreateBoss2(int difficultyLevel) { Character c = CreateBossNormal(difficultyLevel, 20000, "有狂暴的二号王", out float miuti); //添加并绑定Boss的技能 c.SkillList = new List <Skill>(); //添加Controller BossController controller = new BossController(c); c.SkillList.Add(SkillBuilder.CreateBOSS2_1(c, miuti)); c.SkillList.Add(SkillBuilder.CreateBOSS2_2(c, miuti)); c.SkillList.Add(SkillBuilder.CreateBOSS2_3(c, miuti)); c.SkillList.Add(SkillBuilder.CreateBOSS2_4(c, miuti)); return(controller); }
public NPCController(Character c, int dps) : base(c) { PerHit = dps; s = SkillBuilder.CreateSkillNPC1(c, HitSpeed); c.SkillList.Add(s); }