本文整理汇总了C#中Creature.Level_Up方法的典型用法代码示例。如果您正苦于以下问题:C# Creature.Level_Up方法的具体用法?C# Creature.Level_Up怎么用?C# Creature.Level_Up使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Creature
的用法示例。
在下文中一共展示了Creature.Level_Up方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Stats
private void Stats(ref Creature Creature_Editor)
{
Layout.Text("Name",ref Creature_Editor.Name);
Layout.Text("Description",ref Creature_Editor.Description);
Level_Foldout = EditorGUILayout.Foldout(Level_Foldout, "Levels");
if (Level_Foldout)
{
EditorGUILayout.BeginHorizontal();
Layout.Float("Change All Levels", ref Creature_Editor.Change_All_Levels);
if(GUILayout.Button("Confirm",GUILayout.Height(15f),GUILayout.Width(58f)))
{
Creature_Editor.Level_Up(Stat.Hitpoints_Level,Creature_Editor.Change_All_Levels,true);
Creature_Editor.Level_Up(Stat.Melee_Level,Creature_Editor.Change_All_Levels,true);
Creature_Editor.Level_Up(Stat.Magic_Level,Creature_Editor.Change_All_Levels,true);
Creature_Editor.Level_Up(Stat.Archery_Level,Creature_Editor.Change_All_Levels,true);
Level_Up_Equipment (ref Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand], Creature_Editor.Change_All_Levels);
Level_Up_Equipment (ref Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand], Creature_Editor.Change_All_Levels);
Level_Up_Equipment (ref Creature_Editor.Slot[(int)Assign_Slot.Armor], Creature_Editor.Change_All_Levels);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.LabelField("Combat",EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.FloatField("Combat Level",Creature_Editor.Combat_Level());
Layout.Float("Hitpoints Level",ref Creature_Editor.Stat_Dictionary,Stat.Hitpoints_Level);
Layout.Float("Melee Level",ref Creature_Editor.Stat_Dictionary,Stat.Melee_Level);
Layout.Float("Magic Level",ref Creature_Editor.Stat_Dictionary,Stat.Magic_Level);
Layout.Float("Archery Level",ref Creature_Editor.Stat_Dictionary,Stat.Archery_Level);
Layout.Float("Movement",ref Creature_Editor.Stat_Dictionary,Stat.Movement);
EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Equipment",EditorStyles.boldLabel);
EditorGUI.indentLevel++;
Layout.Float("Primary Hand Level",ref Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand].Level);
Layout.Float("Secondary Hand Level",ref Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand].Level);
Layout.Float("Armor Level",ref Creature_Editor.Slot[(int)Assign_Slot.Armor].Level);
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(Passives,true);
EditorGUILayout.PropertyField(Actives,true);
EditorGUILayout.PropertyField(Defects,true);
}