This commit is contained in:
MuHua-123
2025-07-17 17:50:29 +08:00
parent 4cfefc8103
commit 4c66f3a5a2
8 changed files with 218 additions and 1 deletions
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using System;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
public class DNDWarrior : MonoBehaviour {
// 战士基础属性
public int Strength { get; private set; }
public int Dexterity { get; private set; }
public int Constitution { get; private set; }
public int Intelligence { get; private set; }
public int Wisdom { get; private set; }
public int Charisma { get; private set; }
public int Level { get; private set; } = 1;
public int HitPoints { get; private set; }
public int ArmorClass { get; private set; }
public string ArmorType { get; private set; } = "Chain Mail"; // 默认中甲
private Random _random = new Random();
private void Awake() {
Strength = Roll4d6();
Dexterity = Roll4d6();
Constitution = Roll4d6();
Intelligence = Roll4d6();
Wisdom = Roll4d6();
Charisma = Roll4d6();
// 计算初始生命值(1d10+体质修正)
HitPoints = 10 + GetAbilityModifier(Constitution);
CalculateAC();
PrintCharacterSheet();
Console.WriteLine("\n=== 升级到12级 ===");
LevelUpTo(12);
PrintCharacterSheet();
}
// 4d6规则:投4次d6,去掉最低值
private int Roll4d6() {
List<int> rolls = new List<int>();
for (int i = 0; i < 4; i++) {
rolls.Add(_random.Next(1, 7));
}
rolls.Sort();
return rolls[1] + rolls[2] + rolls[3]; // 取最高3个值
}
// 计算属性调整值(属性值-10)/2 向下取整
private int GetAbilityModifier(int abilityScore) {
return (int)Math.Floor((abilityScore - 10) / 2.0);
}
// 计算护甲等级(AC
private void CalculateAC() {
int dexModifier = GetAbilityModifier(Dexterity);
switch (ArmorType) {
case "Plate Armor": // 重甲(敏捷修正上限+1
ArmorClass = 18 + Math.Min(dexModifier, 1);
break;
case "Chain Mail": // 中甲(敏捷修正上限+2
ArmorClass = 16 + Math.Min(dexModifier, 2);
break;
default: // 无甲(全敏捷修正)
ArmorClass = 10 + dexModifier;
break;
}
}
// 升级到指定等级(模拟到12级)
public void LevelUpTo(int targetLevel) {
while (Level < targetLevel) {
Level++;
// 每级生命值增加:1d10+体质修正
HitPoints += _random.Next(1, 11) + GetAbilityModifier(Constitution);
// 每4级获得属性点(4/8/12级)
if (Level % 4 == 0) {
// 战士优先提升力量或体质
if (Strength < 20) Strength += 2;
else if (Constitution < 20) Constitution += 2;
}
// 6级更换板甲
if (Level == 6) ArmorType = "Plate Armor";
CalculateAC(); // 更新AC
}
}
// 打印角色卡
public void PrintCharacterSheet() {
Debug.Log($"=== 战士 LV{Level} ===");
Debug.Log($"力量: {Strength} (+{GetAbilityModifier(Strength)})");
Debug.Log($"敏捷: {Dexterity} (+{GetAbilityModifier(Dexterity)})");
Debug.Log($"体质: {Constitution} (+{GetAbilityModifier(Constitution)})");
Debug.Log($"智力: {Intelligence} (+{GetAbilityModifier(Intelligence)})");
Debug.Log($"感知: {Wisdom} (+{GetAbilityModifier(Wisdom)})");
Debug.Log($"魅力: {Charisma} (+{GetAbilityModifier(Charisma)})");
Debug.Log($"生命值: {HitPoints}");
Debug.Log($"护甲: {ArmorType} (AC: {ArmorClass})");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 角色 - 数据
/// </summary>
public class DataCharacter {
/// <summary> 角色名字 </summary>
public string name;
/// <summary> 基础属性 </summary>
public DataAttribute basic;
/// <summary> 角色职业 </summary>
public DataProfession profession;
}
/// <summary>
/// 属性 - 数据
/// </summary>
public class DataAttribute {
/// <summary> 力量(strength) </summary>
public int Str;
/// <summary> 敏捷(dexterity) </summary>
public int Dex;
/// <summary> 体质(constitution) </summary>
public int Con;
/// <summary> 智力(intelligence) </summary>
public int Int;
/// <summary> 感知(wisdom) </summary>
public int Wis;
/// <summary> 魅力(charisma) </summary>
public int Cha;
}
/// <summary>
/// 职业 - 数据
/// </summary>
public class DataProfession : DataAttribute {
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
/// <summary>
/// 骰子
/// </summary>
public static class Dice {
// 生成4d6弃最低的随机属性值
public static int RollAttribute() {
int[] rolls = { Random.Range(1, 7), Random.Range(1, 7), Random.Range(1, 7), Random.Range(1, 7) };
Array.Sort(rolls);
return rolls[1] + rolls[2] + rolls[3]; // 弃最低值
}
}
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