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技能优化和测试
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@ -60,6 +60,12 @@ namespace Milimoe.FunGame.Testing.Desktop.GameMapTesting
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c.Level = clevel;
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c.NormalAttack.Level = mlevel;
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FunGameService.AddCharacterSkills(c, 1, slevel, slevel);
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//Skill test = new 钻石星尘
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//{
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// Character = c,
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// Level = 8
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//};
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//c.Skills.Add(test);
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foreach (Skill skillLoop in FunGameConstant.Skills)
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{
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Skill skill = skillLoop.Copy();
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@ -74,6 +80,7 @@ namespace Milimoe.FunGame.Testing.Desktop.GameMapTesting
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passive.Level = 1;
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c.Skills.Add(passive);
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}
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c.EP = 100;
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characters.Add(c);
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}
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@ -346,7 +353,16 @@ namespace Milimoe.FunGame.Testing.Desktop.GameMapTesting
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if (currentGrid != null) _gamingQueue.CustomData["currentGrid"] = currentGrid;
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}
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bool isGameEnd = await _gamingQueue.ProcessTurnAsync(characterToAct);
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bool isGameEnd = false;
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try
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{
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isGameEnd = await _gamingQueue.ProcessTurnAsync(characterToAct);
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}
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catch (Exception e)
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{
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await Controller.WriteLine(e.ToString());
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}
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if (isGameEnd)
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{
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@ -34,10 +34,5 @@ namespace Milimoe.FunGame.Testing.Desktop.GameMapTesting
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return map;
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}
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protected override void AfterTimeElapsed(ref double timeToReduce)
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{
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}
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}
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}
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@ -51,11 +51,12 @@ foreach (Skill s in FunGameConstant.Skills)
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s.Level = 6;
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Console.WriteLine(s.GetInfo());
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}
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//foreach (Skill m in FunGameConstant.Magics)
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//{
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// m.Level = 1;
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// Console.WriteLine(m.GetInfo());
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//}
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foreach (Skill m in FunGameConstant.Magics)
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{
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m.GamingQueue = queue;
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m.Level = 8;
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Console.WriteLine(m.GetInfo());
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}
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//foreach (Character c in FunGameConstant.Characters)
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//{
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// Character character = c.Copy();
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