Unity3D自学笔记——角色属性设计分析

角色属性设计分析

目前数据库有两张表与角色属性有关heroinfo 和 userinfo
这里写图片描述
heroinfo
存放英雄的初始属性,和growth(升级后增加值),如英雄2级了总血量就是
hp + 2 * hp_growth
Unity3D自学笔记——角色属性设计分析_第1张图片
userinfo
存放英雄的当前属性,即所有属性影响的最终结果
Unity3D自学笔记——角色属性设计分析_第2张图片

影响角色属性的外因
Unity3D自学笔记——角色属性设计分析_第3张图片
可以看出主脚的属性其实就是各种状态的计算结果,从图可以看出其实就是一个树状结构,主角就是树的根,于是我用组合模式简单实验了一下。

类图
Unity3D自学笔记——角色属性设计分析_第4张图片
Attribute 为虚类,主要方法就是Caculate,通过递归计算总属性(这里是hpTotal和mpTotal)

public abstract class Attribute
        {
            public int Hp { get; set; }
            public int Mp { get; set; }
            public int HpTotal { get; set; }
            public int MpTotal { get; set; }

            private Attribute m_Parent;
            private string m_Name;
            public Attribute(int hp, int mp)
            {
                this.Hp = hp;
                this.Mp = mp;

            }

            public Attribute(int hp, int mp, string name) : this(hp, mp)
            {
                this.m_Name = name;
            }

            public abstract void Calc();
            public abstract int ChildCount();
            protected void SetParent(Attribute child)
            {
                child.m_Parent = this;
            }

            public Attribute GetParent()
            {
                return this.m_Parent;
            }

            public void Show()
            {
                Calc();
                Console.WriteLine(string.Format("{0} 属性为: HP {1} MP {2}",this.m_Name, this.HpTotal, this.MpTotal));
            }
        }

AttributeComponet为节点,实现了Attribute的方法,并且可以添加节点和删除节点

public class AttributeComponent:Attribute
        {
            private List m_AttributeList = new List();

            public AttributeComponent(int hp, int mp) : base(hp, mp)
            {
            }

            public AttributeComponent(int hp, int mp, string name) : base(hp, mp, name) { }

            public override void Calc()
            {
                this.HpTotal = this.Hp;
                this.MpTotal = this.Mp;

                foreach (Attribute item in m_AttributeList)
                {
                    //递归计算属性和
                    if (item.ChildCount() > 0)
                        item.Calc();

                    this.HpTotal += item.HpTotal;
                    this.MpTotal += item.MpTotal;
                }
            }

            public override int ChildCount()
            {
                return m_AttributeList.Count;
            }

            public void AddAttribute(Attribute attribute)
            {
                SetParent(attribute);
                this.m_AttributeList.Add(attribute);
            }

            public void RemoveAttribute(Attribute attribute)
            {
                m_AttributeList.Remove(attribute);
            }
        }

测试代码

[TestMethod]
        public void TestMethod1()
        {
            AttributeComponent basic = new AttributeComponent(50, 100, "Ali");
            AttributeComponent lvUp = new AttributeComponent(50, 100, "升级增加");
            AttributeComponent weapon = new AttributeComponent(10, 20, "无级弓");
            AttributeComponent weaponEnchanting = new AttributeComponent(5, 5, "附魔增加");

            basic.Show();
            Console.WriteLine("升级啦");
            Console.WriteLine("---------------------------------------------------");
            lvUp.Show();
            basic.AddAttribute(lvUp);
            basic.Show();
            Console.WriteLine();
            Console.WriteLine("装备了武器");
            Console.WriteLine("---------------------------------------------------");
            weapon.Show();
            basic.AddAttribute(weapon);
            basic.Show();
            Console.WriteLine();
            Console.WriteLine("武器附魔");
            Console.WriteLine("---------------------------------------------------");
            weaponEnchanting.Show();
            weapon.AddAttribute(weaponEnchanting);
            weapon.Show();
            basic.Show();
            Console.WriteLine();
            Console.WriteLine("卸载装备");
            Console.WriteLine("---------------------------------------------------");
            basic.RemoveAttribute(weapon);
            basic.Show();
        }

测试结果
Unity3D自学笔记——角色属性设计分析_第5张图片

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