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反编译limbusWindows的成果

2023-03-02 06:19 作者:DANIEL4078  | 我要投稿

alwayswin:

StageController:

private void EndStage()

{

SingletonBehavior<BattleObjectManager>.Instance.OnStageEnd();

this.StageModel.SetStageResult(true, true, this._currentRound, this.SaveAddedUnlockedInformationData());

GlobalGameManager.Instance.SetStageClearState(this.StageModel.StageResult);

BattleSoundGenerator.StopBGM(true);

SingletonBehavior<BattleUIRoot>.Instance.OpenBattleEndTypo(this.StageModel.StageResult, this.StageModel.SkipStageResult(), this.StageModel.FormationInfo);

Singleton<DungeonSinStockManager>.Instance.OnStageEnd();

SingletonBehavior<BattleCamManager>.Instance.OnStageEnd();

}




HP, SP dungeon recover:

DungeonUnitModel:

public DungeonUnitModel(UnitDataModel_Player unit, int level, int hp, int mp)

{

this._unitModel = unit;

this._hp = hp+100;

this._mp = mp+50;

this._level = level;

this._egoGiftDetail = new EGOGiftDetail_Dungeon();

this._isGacksung = this.GacksungLevel == Singleton<StaticDataManager>.Instance.Common.PersonalityLevelTable.GetMaxGacksungLevelOfRank(unit.classInfo.Rank);

}


public void ResetData()

{

this._hp = this.GetMaxHp();

this._mp = 45;

}



Increase SP effect on coin flip:

Util:

public static float GetCoinProbAdder(int mp)

{

return (float)mp * 0.01f;

}


Start with 45 SP:

BattleUnitModel:

public virtual void Init(UnitDataModel unitmodel, int instanceID)

{

this._instanceID = instanceID;

this._unitModel = unitmodel;

this._faction = unitmodel.Faction;

this._passiveDetail = new PassiveDetail(this, this._unitModel);

this._buffDetail = new BuffDetail(this);

this._EGOGiftDetail = new EGOGiftDetail_Battle();

this._systemAbilityDetail = new BattleSystemAbilityDetail();

this._actionSlotDetail = new ActionSlotDetail(this);

this._sortedActionList = new List<BattleActionModel>();

this._doneActionThisTurnList = new List<BattleActionModel>();

this._doneActionPrevTurnList = new List<BattleActionModel>();

this._activatedAbilityDic = new Dictionary<string, int>();

List<BreakSection> list = new List<BreakSection>();

if (!Singleton<StageController>.Instance.StageModel.BlockCreateBreakSectionWhenAddUnit(this))

{

BreakSectionInfo breakSection = this._unitModel.ClassInfo.BreakSection;

foreach (int num in ((breakSection != null) ? breakSection.SectionList : null))

{

int num2 = this._unitModel.GetMaxHp() * num / 100;

BreakSection breakSection2 = new BreakSection(this, num2);

list.Add(breakSection2);

}

}

this._resistDetail = new ResistDetail(unitmodel.ClassInfo.ResistInfo);

this._state = new CharacterState(false, false, false, false, false, false, false, false, unitmodel.GetMaxHp(), list);

if (this._faction.Equals(UNIT_FACTION.PLAYER))

{

this._state.Init(this);

this.RecoverMp(45);

}

this._originID = this._unitModel.ClassInfo.ID;

this.CreateSlotWeightConditions();

}


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