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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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> 职业名称 </summary>
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public string name;
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/// <summary> 职业等级 </summary>
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public int level = 0;
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/// <summary> 生命骰子 </summary>
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public int hitDice = 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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/// <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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level++;
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int hitPoint = Dice.Roll(hitDice) + modifier;
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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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public int HitPoint() {
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return hitPoints.Sum();
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}
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/// <summary> 无职业 </summary>
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public static DataProfession None() {
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return new DataProfession() { name = "无" };
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}
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/// <summary> 战士职业 </summary>
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public static DataProfession Warrior(int modifier) {
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DataProfession profession = new DataProfession();
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// 战士,初始1级,1d10生命骰子,初始生命=满生命骰子+体质调整值
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profession.name = "战士";
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profession.level = 1;
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profession.hitDice = 10;
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profession.hitPoints.Add(profession.hitDice + modifier);
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// 职业属性加成
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profession.Str = 2;
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profession.Con = 1;
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return profession;
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}
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/// <summary> 法师职业 </summary>
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public static DataProfession Wizard(int modifier) {
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DataProfession profession = new DataProfession();
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// 法师,初始1级,1d6生命骰子,初始生命=满生命骰子+体质调整值
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profession.name = "法师";
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profession.level = 1;
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profession.hitDice = 6;
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profession.hitPoints.Add(profession.hitDice + modifier);
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// 职业属性加成
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profession.Int = 2;
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profession.Dex = 1;
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return profession;
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}
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/// <summary> 牧师职业 </summary>
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public static DataProfession Cleric(int modifier) {
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DataProfession profession = new DataProfession();
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// 牧师,初始1级,1d8生命骰子,初始生命=满生命骰子+体质调整值
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profession.name = "牧师";
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profession.level = 1;
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profession.hitDice = 8;
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profession.hitPoints.Add(profession.hitDice + modifier);
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// 职业属性加成
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profession.Wis = 2;
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profession.Con = 1;
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return profession;
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}
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}
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