sk-client/Assets/Scripts/Debug/RoleProperty.cs

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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<string, float> _dic = new Dictionary<string, float>();
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();
}
}