NpcDifRateAttr.cs 5.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using UnityEngine;
  7. public class NpcDifRateAttr
  8. {
  9. private float mAttr_Life; // 生命 [二级]
  10. private float mAttr_Sp; //蓝量 [二级]
  11. private float mAttr_Attack; //物攻 [二级]
  12. private float mAttr_MagicAttack; //魔攻 [二级]
  13. private float mAttr_Defense; //物防 [二级]
  14. private float mAttr_MagicDefense; //魔防 [二级]
  15. private float mAttr_Hit; //命中 [二级]
  16. private float mAttr_Dodge; //闪避 [二级]
  17. private float mAttr_Crit; //暴击 [二级]
  18. private float mAttr_Ten; //韧性 [二级]
  19. private float mAttr_AttackSpeed; //攻速
  20. private float mAttr_CastAcceleration; //施法加速
  21. private float mAttr_GodPow; //神威
  22. public float Attr_Life { get { return mAttr_Life; } }
  23. public float Attr_Sp
  24. {
  25. get
  26. {
  27. return mAttr_Sp;
  28. }
  29. }
  30. public float Attr_Attack
  31. {
  32. get
  33. {
  34. //Debug.Log($"---------------Attr_Attack = {mAttr_Attack}-----");
  35. return mAttr_Attack;
  36. }
  37. }
  38. public float Attr_MagicAttack
  39. {
  40. get
  41. {
  42. //Debug.Log($"---------------Attr_MagicAttack = {mAttr_MagicAttack}-----");
  43. return mAttr_MagicAttack;
  44. }
  45. }
  46. public float Attr_Defense
  47. {
  48. get
  49. {
  50. return mAttr_Defense;
  51. }
  52. }
  53. public float Attr_MagicDefense
  54. {
  55. get
  56. {
  57. return mAttr_MagicDefense;
  58. }
  59. }
  60. public float Attr_Hit
  61. {
  62. get
  63. {
  64. return mAttr_Hit;
  65. }
  66. }
  67. public float Attr_Dodge
  68. {
  69. get
  70. {
  71. return mAttr_Dodge;
  72. }
  73. }
  74. public float Attr_Crit
  75. {
  76. get
  77. {
  78. return mAttr_Crit;
  79. }
  80. }
  81. public float Attr_Ten
  82. {
  83. get
  84. {
  85. return mAttr_Ten;
  86. }
  87. }
  88. public float Attr_AttackSpeed
  89. {
  90. get
  91. {
  92. return mAttr_AttackSpeed;
  93. }
  94. }
  95. public float Attr_CastAcceleration
  96. {
  97. get
  98. {
  99. return mAttr_CastAcceleration;
  100. }
  101. }
  102. public float Attr_GodPow
  103. {
  104. get
  105. {
  106. return mAttr_GodPow;
  107. }
  108. }
  109. public NpcDifRateAttr()
  110. {
  111. Reset();
  112. }
  113. public void Reset()
  114. {
  115. mAttr_Life = 0;
  116. mAttr_Sp = 0;
  117. mAttr_Attack = 0;
  118. mAttr_MagicAttack = 0;
  119. mAttr_Defense = 0;
  120. mAttr_MagicDefense = 0;
  121. mAttr_Hit = 0;
  122. mAttr_Dodge = 0;
  123. mAttr_Crit = 0;
  124. mAttr_Ten = 0;
  125. mAttr_AttackSpeed = 0;
  126. mAttr_CastAcceleration = 0;
  127. mAttr_GodPow = 0;
  128. }
  129. public void SetAttr(int type, float value)
  130. {
  131. switch (type)
  132. {
  133. case ActorData.Attr_Life:
  134. {
  135. mAttr_Life = value;
  136. }
  137. break;
  138. case ActorData.Attr_Sp:
  139. {
  140. mAttr_Sp = value;
  141. }
  142. break;
  143. case ActorData.Attr_Attack:
  144. {
  145. mAttr_Attack = value;
  146. }
  147. break;
  148. case ActorData.Attr_MagicAttack:
  149. {
  150. mAttr_MagicAttack = value;
  151. }
  152. break;
  153. case ActorData.Attr_Defense:
  154. {
  155. mAttr_Defense = value;
  156. }
  157. break;
  158. case ActorData.Attr_MagicDefense:
  159. {
  160. mAttr_MagicDefense = value;
  161. }
  162. break;
  163. case ActorData.Attr_Hit:
  164. {
  165. mAttr_Hit = value;
  166. }
  167. break;
  168. case ActorData.Attr_Crit:
  169. {
  170. mAttr_Crit = value;
  171. }
  172. break;
  173. case ActorData.Attr_Dodge:
  174. {
  175. mAttr_Dodge = value;
  176. }
  177. break;
  178. case ActorData.Attr_Ten:
  179. {
  180. mAttr_Ten = value;
  181. }
  182. break;
  183. case ActorData.Attr_AttackSpeed:
  184. {
  185. mAttr_AttackSpeed = value;
  186. }
  187. break;
  188. case ActorData.Attr_CastAcceleration:
  189. {
  190. mAttr_CastAcceleration = value;
  191. }
  192. break;
  193. case ActorData.Attr_GodPow:
  194. {
  195. mAttr_GodPow = value;
  196. }
  197. break;
  198. default:
  199. break;
  200. }
  201. }
  202. public static List<int> AttKeys = new List<int>()
  203. {
  204. ActorData.Attr_Life , // 生命 [二级]
  205. ActorData.Attr_Sp , //蓝量 [二级]
  206. ActorData.Attr_Attack , //物攻 [二级]
  207. ActorData.Attr_MagicAttack , //魔攻 [二级]
  208. ActorData.Attr_Defense, //物防 [二级]
  209. ActorData.Attr_MagicDefense, //魔防 [二级]
  210. ActorData.Attr_Hit, //命中 [二级]
  211. ActorData.Attr_Dodge, //闪避 [二级]
  212. ActorData.Attr_Crit , //暴击 [二级]
  213. ActorData.Attr_Ten , //韧性 [二级]
  214. ActorData.Attr_AttackSpeed , //攻速
  215. ActorData.Attr_CastAcceleration, //施法加速
  216. ActorData.Attr_GodPow , //神威
  217. -156,
  218. };
  219. }