做不出来
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@@ -1,4 +1,6 @@
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using System;
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using Cielonos.MainGame.Characters;
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using SLSUtilities.General;
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using UnityEngine;
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namespace Cielonos.MainGame.Inventory.Collections
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@@ -8,7 +10,7 @@ namespace Cielonos.MainGame.Inventory.Collections
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/// - 提供与激情系统等级相关的属性加成。
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/// - 加成效果根据激情等级逐级递增,最高可达 SSS 级别。
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/// 具体效果如下:
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/// - C级:+4 能量回复,+0 攻击获得能量,0% 攻击速度,0% 暴击率,0% 受到的最终伤害倍率
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/// - C级:+3 能量回复,+0 攻击获得能量,0% 攻击速度,0% 暴击率,0% 受到的最终伤害倍率
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/// - B级:+2 能量回复,+0 攻击获得能量,1% 攻击速度,2% 暴击率,0% 受到的最终伤害倍率
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/// - A级:+1 能量回复,+0 攻击获得能量,2% 攻击速度,4% 暴击率,0% 受到的最终伤害倍率
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/// - S级:+0 能量回复,+1 攻击获得能量,3% 攻击速度,6% 暴击率,5% 受到的最终伤害倍率
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@@ -38,8 +40,8 @@ namespace Cielonos.MainGame.Inventory.Collections
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public override void OnDiscarded()
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{
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base.OnDiscarded();
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_passionSystem.OnLevelChanged -= Refresh;
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base.OnDiscarded();
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}
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private void Refresh(int oldLevel, int newLevel)
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@@ -51,6 +53,7 @@ namespace Cielonos.MainGame.Inventory.Collections
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private void UpdateAttributes()
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{
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passiveAttributeSm.charAttrNumericChange[CharacterAttribute.EnergyRegeneration] = GetEnergyRegen();
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passiveAttributeSm.charAttrNumericChange[CharacterAttribute.EnergyGainByAttack] = GetEnergyGainByAttack();
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passiveAttributeSm.chaAttrPercentageChangeOfAccumulation[CharacterAttribute.AttackSpeed] = GetAttackSpeed();
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passiveAttributeSm.charAttrNumericChange[CharacterAttribute.CriticalAttackChance] = GetCriticalAttackChance();
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passiveAttributeSm.chaAttrPercentageChangeOfMultiplication[CharacterAttribute.FinalDamageReceivedMultiplier] = GetFinalDamageReceivedMultiplier();
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@@ -63,7 +66,7 @@ namespace Cielonos.MainGame.Inventory.Collections
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{
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return PassionLevel switch
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{
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0 => 4.0f, // C-Rank
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0 => 3.0f, // C-Rank
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1 => 2.0f, // B-Rank
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2 => 1.0f, // A-Rank
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_ => 0.0f // S, SS, SSS (Ranks 3, 4, 5)
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