diff --git a/dependency/proto/MessageType.proto b/dependency/proto/MessageType.proto index 693c689..94fa9bb 100755 --- a/dependency/proto/MessageType.proto +++ b/dependency/proto/MessageType.proto @@ -42,13 +42,13 @@ enum ShapeType // 形状类型 enum PropType // 地图中的可拾取道具类型 { NULL_PROP_TYPE = 0; - ADD_SPEED = 1; - ADD_LIFE_OR_AP = 2; - ADD_HP_OR_AP = 3; - SHIELD_OR_SPEAR = 4; - KEY3 = 5; - KEY5 = 6; - KEY6 = 7; + ADD_SPEED = 1; + ADD_LIFE_OR_AP = 2; + ADD_HP_OR_AP = 3; + SHIELD_OR_SPEAR = 4; + KEY3 = 5; + KEY5 = 6; + KEY6 = 7; } enum StudentBuffType // 人类可用的增益效果类型 diff --git a/logic/GameClass/GameObj/Character/Character.Student.cs b/logic/GameClass/GameObj/Character/Character.Student.cs index 55b6b43..7923009 100644 --- a/logic/GameClass/GameObj/Character/Character.Student.cs +++ b/logic/GameClass/GameObj/Character/Character.Student.cs @@ -27,7 +27,7 @@ namespace GameClass.GameObj if (bullet.HasSpear) { int subHp = TrySubHp(bullet.AP); - bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp)); + bullet.Parent.AddScore(GameData.TrickerScoreAttackStudent(subHp) + GameData.ScorePropUseSpear); bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp)); } else diff --git a/logic/GameClass/GameObj/Character/Character.cs b/logic/GameClass/GameObj/Character/Character.cs index ba64ac4..6198096 100644 --- a/logic/GameClass/GameObj/Character/Character.cs +++ b/logic/GameClass/GameObj/Character/Character.cs @@ -523,17 +523,20 @@ namespace GameClass.GameObj { if (buffManager.TryActivatingLIFE()) { + AddScore(GameData.ScorePropRemainHp); hp = GameData.RemainHpWhenAddLife; } } public bool TryAddAp() { + AddScore(GameData.ScorePropAddAp); return buffManager.TryAddAp(); } public bool TryUseShield() { + AddScore(GameData.ScorePropUseShield); return buffManager.TryUseShield(); } #endregion diff --git a/logic/Preparation/Utility/GameData.cs b/logic/Preparation/Utility/GameData.cs index d033876..bb1e265 100644 --- a/logic/Preparation/Utility/GameData.cs +++ b/logic/Preparation/Utility/GameData.cs @@ -124,6 +124,10 @@ namespace Preparation.Utility return degree; } public const int StudentScoreEscape = 1000; + public const int ScorePropRemainHp = 20; + public const int ScorePropUseShield = 20; + public const int ScorePropUseSpear = 20; + public const int ScorePropAddAp = 10; public static int ScoreUseProp(PropType prop, bool IsGhost) {