using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; public class RoleProperty : MonoBehaviour { private static string[] ERoleProperty = { "等级", "生命", "最大生命", "攻击力", "护甲", "魔抗", "速度", "伤害加成系数(%)", "伤害减免系数(%)", "施法率(%)", "后期基础施法率(%)", "暴击率(%)", "暴击伤害系数(%)", "抗暴率(%)", "治疗加成系数(%)", "受到治疗加成系数(%)", "队伍伤害加成系数(%)", "队伍伤害减免系数(%)", "火系伤害减免系数(%)", "风系伤害减免系数(%)", "冰系伤害减免系数(%)", "地系伤害减免系数(%)", "光系伤害减免系数(%)", "暗系伤害减免系数(%)", "属性伤害加成系数(%)", "初始怒气值", }; private Dictionary _dic = new Dictionary(); private void Awake() { if (!Directory.Exists(Application.dataPath + "/../BattleRecord")) { Directory.CreateDirectory(Application.dataPath + "/../BattleRecord"); } } public int uid; public void AddProperty(int id, float value) { string name = ERoleProperty[id-1]; if (!_dic.ContainsKey(name)) { _dic.Add(name, value); } else { _dic[name] = value; } } public void SetValue(int id, float value) { string name = ERoleProperty[id - 1]; if (_dic.ContainsKey(name)) { _dic[name] = value; } } public float GetValue(string name) { return _dic[name]; } public string[] GetNames() { return _dic.Keys.ToArray(); } }