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(%)", "物伤", "法伤", "物免", "法免", "速度加成", "攻击加成", "护甲加成", "控制几率", "控制抵抗", "技能伤害", "对高爆型伤害", "对穿甲型伤害", "对防御型伤害", "对辅助型伤害", "受穿甲型伤害降低", "受高爆型伤害降低", "受防御型伤害降低", "受辅助型伤害降低", "暴伤抵抗", "修理暴击", "修理暴击效果", "生命加成", "other", "other", "other", "other", "other", "other", "other", "other", }; 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(); } }