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@@ -7,17 +7,30 @@ using UnityEngine;
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/// </summary>
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public class DataAttribute {
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/// <summary> 力量(strength) </summary>
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public int Str;
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public virtual int Str { get; set; }
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/// <summary> 敏捷(dexterity) </summary>
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public int Dex;
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public virtual int Dex { get; set; }
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/// <summary> 体质(constitution) </summary>
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public int Con;
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public virtual int Con { get; set; }
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/// <summary> 智力(intelligence) </summary>
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public int Int;
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public virtual int Int { get; set; }
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/// <summary> 感知(wisdom) </summary>
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public int Wis;
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public virtual int Wis { get; set; }
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/// <summary> 魅力(charisma) </summary>
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public int Cha;
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public virtual int Cha { get; set; }
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/// <summary> 力量调整值(strength) </summary>
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public int StrModifier => Modifier(Str);
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/// <summary> 敏捷调整值(dexterity) </summary>
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public int DexModifier => Modifier(Dex);
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/// <summary> 体质调整值(constitution) </summary>
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public int ConModifier => Modifier(Con);
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/// <summary> 智力调整值(intelligence) </summary>
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public int IntModifier => Modifier(Int);
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/// <summary> 感知调整值(wisdom) </summary>
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public int WisModifier => Modifier(Wis);
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/// <summary> 魅力调整值(charisma) </summary>
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public int ChaModifier => Modifier(Cha);
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/// <summary> 创建初始属性 </summary>
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public static DataAttribute Initial() {
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@@ -8,60 +8,49 @@ using UnityEngine;
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public class DataCharacter : DataAttribute {
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/// <summary> 角色名字 </summary>
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public string name;
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/// <summary> 战斗等级 </summary>
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public int level = 0;
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/// <summary> 护甲等级 </summary>
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public int armorClass = 0;
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/// <summary> 经验点 </summary>
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public Vector2Int expPoint;
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/// <summary> 生命点 </summary>
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public Vector2Int hitPoint;
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/// <summary> 基础属性 </summary>
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public DataAttribute basic = Initial();
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public int expPoint;
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/// <summary> 种族 </summary>
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public DataRace race = DataRace.None();
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public DataRace race;
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/// <summary> 属性 </summary>
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public DataAttribute basis;
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/// <summary> 职业 </summary>
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public DataProfession profession;
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/// <summary> 装备栏 </summary>
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public DataEquipmentSlot equipmentSlot = new DataEquipmentSlot();
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public DataEquipmentSlot equipmentSlot;
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/// <summary> 力量调整值(strength) </summary>
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public int StrModifier => Modifier(Str);
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/// <summary> 敏捷调整值(dexterity) </summary>
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public int DexModifier => Modifier(Dex);
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/// <summary> 体质调整值(constitution) </summary>
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public int ConModifier => Modifier(Con);
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/// <summary> 智力调整值(intelligence) </summary>
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public int IntModifier => Modifier(Int);
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/// <summary> 感知调整值(wisdom) </summary>
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public int WisModifier => Modifier(Wis);
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/// <summary> 魅力调整值(charisma) </summary>
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public int ChaModifier => Modifier(Cha);
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/// <summary> 战斗等级 </summary>
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public int Level => GetLevel();
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/// <summary> 生命点 </summary>
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public int HitPoint => GetHitPoint();
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/// <summary> 护甲等级 </summary>
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public int ArmorClass => GetArmorClass();
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public DataCharacter() {
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profession = DataProfession.None(this);
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public override int Str { get => basis.Str + race.Str; }
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public override int Dex { get => basis.Dex + race.Dex; }
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public override int Con { get => basis.Con + race.Con; }
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public override int Int { get => basis.Int + race.Int; }
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public override int Wis { get => basis.Wis + race.Wis; }
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public override int Cha { get => basis.Cha + race.Cha; }
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/// <summary> 设置职业 </summary>
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public void Settings(DataRace race) {
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this.race = race;
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}
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/// <summary> 更新角色状态 </summary>
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public void Update() {
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UpdateAttribute();
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// 战斗等级
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level = profession.level;
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// 护甲等级
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armorClass = GetArmorClass();
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// 升级经验 = 100 * 3^level
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expPoint.y = 100 * (int)Mathf.Pow(3, level);
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// 最大生命值
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hitPoint.y = profession.HitPoint();
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/// <summary> 设置职业 </summary>
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public void Settings(DataProfession profession) {
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this.profession = profession;
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profession.character = this;
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}
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/// <summary> 更新角色属性 </summary>
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public void UpdateAttribute() {
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// 更新属性
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Cover(basic);
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// 添加种族属性
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if (race != null) { Add(race); }
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// 添加职业属性
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if (profession != null) { Add(profession); }
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/// <summary> 战斗等级 </summary>
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public int GetLevel() {
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// TODO:需要补充多职业的等级总和
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return profession.level;
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}
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/// <summary> 生命点 </summary>
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public int GetHitPoint() {
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// TODO:需要补充多职业的生命值加成
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return profession.HitPoint();
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}
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/// <summary> 计算护甲等级(AC) </summary>
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public int GetArmorClass() {
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@@ -69,9 +58,32 @@ public class DataCharacter : DataAttribute {
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return equipmentSlot.GetArmorClass(DexModifier);
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}
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/// <summary> 创建默认角色 </summary>
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public static DataCharacter Create(string name) {
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DataCharacter character = new DataCharacter();
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character.name = name;
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character.race = DataRace.None();
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character.basis = Initial();
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character.profession = DataProfession.None();
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character.profession.Initial(character);
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character.equipmentSlot = new DataEquipmentSlot();
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return character;
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}
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/// <summary> 创建默认角色 </summary>
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public static DataCharacter Create(string name, DataRace race, DataProfession profession) {
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DataCharacter character = new DataCharacter();
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character.name = name;
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character.race = race;
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character.basis = Initial();
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character.profession = profession;
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character.profession.Initial(character);
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character.equipmentSlot = new DataEquipmentSlot();
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return character;
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}
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// 打印角色卡
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public void PrintCharacterSheet() {
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Debug.Log($"=== {name} LV{level} ===");
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Debug.Log($"=== {name} LV{Level} ===");
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Debug.Log($"种族: {race.name}");
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Debug.Log($"职业: {profession.name}");
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Debug.Log($"力量: {Str} ({StrModifier.ToString("+#;-#;+0")})");
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@@ -81,7 +93,7 @@ public class DataCharacter : DataAttribute {
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Debug.Log($"感知: {Wis} ({WisModifier.ToString("+#;-#;+0")})");
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Debug.Log($"魅力: {Cha} ({ChaModifier.ToString("+#;-#;+0")})");
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Debug.Log($"经验值: {expPoint}");
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Debug.Log($"生命值: {hitPoint}");
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Debug.Log($"护甲等级: {armorClass})");
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Debug.Log($"生命值: {HitPoint}");
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Debug.Log($"护甲等级: {ArmorClass})");
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}
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}
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@@ -6,33 +6,34 @@ using UnityEngine;
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/// <summary>
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/// 职业 - 数据
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/// </summary>
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public class DataProfession : DataAttribute {
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/// <summary> 绑定角色 </summary>
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public readonly DataCharacter character;
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public class DataProfession {
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/// <summary> 职业名称 </summary>
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public readonly string name;
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/// <summary> 生命骰子 </summary>
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public readonly int hitDice = 0;
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/// <summary> 角色 </summary>
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public DataCharacter character;
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/// <summary> 职业等级 </summary>
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public int level = 0;
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/// <summary> 累计生命点 </summary>
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public List<int> hitPoints = new List<int>();
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public DataProfession(DataCharacter character, string name, int hitDice) {
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this.character = character;
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public DataProfession(string name, int hitDice) {
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this.name = name;
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this.hitDice = hitDice;
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character.UpdateAttribute();
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}
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/// <summary> 初始:满生命骰子 + 体质调整值 </summary>
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public void Initial(DataCharacter character) {
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this.character = character;
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level = 1;
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// 初始生命 =
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hitPoints = new List<int>();
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// 初始生命 = 满生命骰子 + 体质调整值
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hitPoints.Add(hitDice + character.ConModifier);
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}
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/// <summary> 升级:骰生命骰子+体质调整值 </summary>
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public void Upgrade(int modifier) {
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/// <summary> 升级:骰生命骰子 + 体质调整值 </summary>
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public void Upgrade() {
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level++;
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int hitPoint = Dice.Roll(hitDice) + modifier;
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int hitPoint = Dice.Roll(hitDice) + character.ConModifier;
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hitPoints.Add(hitPoint);
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}
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/// <summary> 生命点:每级生命点总和 </summary>
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@@ -41,37 +42,37 @@ public class DataProfession : DataAttribute {
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}
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/// <summary> 无职业 1d4 </summary>
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public static DataProfession None(DataCharacter character) {
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return new DataProfession(character, "无", 4);
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public static DataProfession None() {
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return new DataProfession("无", 4);
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}
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/// <summary> 随机职业 </summary>
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public static DataProfession Random(DataCharacter character) {
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public static DataProfession Random() {
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int index = Dice.Roll(5);
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if (index == 1) { return Warrior(character); }
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if (index == 2) { return Wizard(character); }
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if (index == 3) { return Cleric(character); }
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if (index == 4) { return Ranger(character); }
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if (index == 5) { return Chanter(character); }
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return None(character);
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if (index == 1) { return Warrior(); }
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if (index == 2) { return Wizard(); }
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if (index == 3) { return Cleric(); }
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if (index == 4) { return Ranger(); }
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if (index == 5) { return Chanter(); }
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return None();
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}
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/// <summary> 战士 1d10 </summary>
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public static DataProfession Warrior(DataCharacter character) {
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return new DataProfession(character, "战士", 10);
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public static DataProfession Warrior() {
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return new DataProfession("战士", 10);
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}
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/// <summary> 法师 1d6 </summary>
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public static DataProfession Wizard(DataCharacter character) {
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return new DataProfession(character, "法师", 6);
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public static DataProfession Wizard() {
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return new DataProfession("法师", 6);
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}
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/// <summary> 牧师 1d8 </summary>
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public static DataProfession Cleric(DataCharacter character) {
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return new DataProfession(character, "牧师", 8);
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public static DataProfession Cleric() {
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return new DataProfession("牧师", 8);
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}
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/// <summary> 游侠 1d8 </summary>
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public static DataProfession Ranger(DataCharacter character) {
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return new DataProfession(character, "游侠", 8);
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public static DataProfession Ranger() {
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return new DataProfession("游侠", 8);
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}
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/// <summary> 歌者 1d6 </summary>
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public static DataProfession Chanter(DataCharacter character) {
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return new DataProfession(character, "歌者", 6);
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public static DataProfession Chanter() {
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return new DataProfession("歌者", 6);
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}
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}
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