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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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