| @@ -42,13 +42,13 @@ enum ShapeType // 形状类型 | |||||
| enum PropType // 地图中的可拾取道具类型 | enum PropType // 地图中的可拾取道具类型 | ||||
| { | { | ||||
| NULL_PROP_TYPE = 0; | 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 | enum StudentBuffType // 人类可用的增益效果类型 | ||||
| @@ -27,7 +27,7 @@ namespace GameClass.GameObj | |||||
| if (bullet.HasSpear) | if (bullet.HasSpear) | ||||
| { | { | ||||
| int subHp = TrySubHp(bullet.AP); | 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)); | bullet.Parent.HP = (int)(bullet.Parent.HP + (bullet.Parent.Vampire * subHp)); | ||||
| } | } | ||||
| else | else | ||||
| @@ -523,17 +523,20 @@ namespace GameClass.GameObj | |||||
| { | { | ||||
| if (buffManager.TryActivatingLIFE()) | if (buffManager.TryActivatingLIFE()) | ||||
| { | { | ||||
| AddScore(GameData.ScorePropRemainHp); | |||||
| hp = GameData.RemainHpWhenAddLife; | hp = GameData.RemainHpWhenAddLife; | ||||
| } | } | ||||
| } | } | ||||
| public bool TryAddAp() | public bool TryAddAp() | ||||
| { | { | ||||
| AddScore(GameData.ScorePropAddAp); | |||||
| return buffManager.TryAddAp(); | return buffManager.TryAddAp(); | ||||
| } | } | ||||
| public bool TryUseShield() | public bool TryUseShield() | ||||
| { | { | ||||
| AddScore(GameData.ScorePropUseShield); | |||||
| return buffManager.TryUseShield(); | return buffManager.TryUseShield(); | ||||
| } | } | ||||
| #endregion | #endregion | ||||
| @@ -124,6 +124,10 @@ namespace Preparation.Utility | |||||
| return degree; | return degree; | ||||
| } | } | ||||
| public const int StudentScoreEscape = 1000; | 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) | public static int ScoreUseProp(PropType prop, bool IsGhost) | ||||
| { | { | ||||