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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 属性 - 数据
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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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/// <summary> 敏捷(dexterity) </summary>
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public int Dex;
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/// <summary> 体质(constitution) </summary>
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public int Con;
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/// <summary> 智力(intelligence) </summary>
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public int Int;
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/// <summary> 感知(wisdom) </summary>
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public int Wis;
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/// <summary> 魅力(charisma) </summary>
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public int 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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DataAttribute attribute = new DataAttribute();
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attribute.Str = Dice.RollAttribute();
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attribute.Dex = Dice.RollAttribute();
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attribute.Con = Dice.RollAttribute();
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attribute.Int = Dice.RollAttribute();
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attribute.Wis = Dice.RollAttribute();
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attribute.Cha = Dice.RollAttribute();
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return attribute;
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}
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// 计算属性调整值(属性值-10)/2 向下取整
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public int Modifier(int value) {
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return (int)System.Math.Floor((value - 10) / 2.0);
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}
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/// <summary> 添加属性 </summary>
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public void Add(DataAttribute value) {
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Str += value.Str;
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Dex += value.Dex;
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Con += value.Con;
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Int += value.Int;
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Wis += value.Wis;
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Cha += value.Cha;
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}
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/// <summary> 减少属性 </summary>
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public void Sub(DataAttribute value) {
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Str -= value.Str;
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Dex -= value.Dex;
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Con -= value.Con;
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Int -= value.Int;
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Wis -= value.Wis;
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Cha -= value.Cha;
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}
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/// <summary> 覆盖属性 </summary>
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public void Cover(DataAttribute value) {
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Str = value.Str;
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Dex = value.Dex;
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Con = value.Con;
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Int = value.Int;
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Wis = value.Wis;
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Cha = value.Cha;
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}
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}
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