VPet/VPet-Simulator.Core/Handle/IGameSave.cs

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C#
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2023-11-24 04:16:29 +00:00
using LinePutScript;
using LinePutScript.Converter;
using System;
namespace VPet_Simulator.Core
{
/// <summary>
/// 游戏存档
/// </summary>
public interface IGameSave
{
/// <summary>
/// 宠物名字
/// </summary>
string Name { get; set; }
/// <summary>
/// 金钱
/// </summary>
double Money { get; set; }
/// <summary>
/// 经验值
/// </summary>
double Exp { get; set; }
/// <summary>
/// 等级
/// </summary>
int Level { get; }
/// <summary>
/// 升级所需经验值
/// </summary>
/// <returns></returns>
int LevelUpNeed();
/// <summary>
/// 体力 0-100
/// </summary>
double Strength { get; set; }
/// <summary>
/// 最大体力值
/// </summary>
double StrengthMax { get; set; }
/// <summary>
/// 待补充的体力,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
double StoreStrength { get; set; }
/// <summary>
/// 变化 体力
/// </summary>
double ChangeStrength { get; set; }
/// <summary>
/// 修改体力
/// </summary>
/// <param name="value"></param>
void StrengthChange(double value);
/// <summary>
/// 饱腹度
/// </summary>
double StrengthFood { get; set; }
/// <summary>
/// 待补充的饱腹度,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
double StoreStrengthFood { get; set; }
void StrengthChangeFood(double value);
/// <summary>
/// 变化 食物
/// </summary>
double ChangeStrengthFood { get; set; }
/// <summary>
/// 口渴度
/// </summary>
double StrengthDrink { get; set; }
/// <summary>
/// 待补充的口渴度,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
double StoreStrengthDrink { get; set; }
/// <summary>
/// 变化 口渴度
/// </summary>
double ChangeStrengthDrink { get; set; }
/// <summary>
/// 修改口渴度
/// </summary>
void StrengthChangeDrink(double value);
/// <summary>
/// 修改心情
/// </summary>
void FeelingChange(double value);
/// <summary>
/// 心情
/// </summary>
double Feeling { get; set; }
/// <summary>
/// 待补充的心情,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
double StoreFeeling { get; set; }
/// <summary>
/// 健康(生病)(隐藏)
/// </summary>
double Health { get; set; }
/// <summary>
/// 好感度(隐藏)(累加值)
/// </summary>
double Likability { get; set; }
/// <summary>
/// 好感度(隐藏)(最大值)
/// </summary>
double LikabilityMax { get; set; }
/// <summary>
/// 清除变化
/// </summary>
void CleanChange();
/// <summary>
/// 取回被储存的体力
/// </summary>
void StoreTake();
/// <summary>
/// 吃食物
/// </summary>
/// <param name="food">食物类</param>
void EatFood(IFood food);
/// <summary>
/// 宠物状态模式
/// </summary>
public enum ModeType
{
/// <summary>
/// 高兴
/// </summary>
Happy,
/// <summary>
/// 普通
/// </summary>
Nomal,
/// <summary>
/// 状态不佳
/// </summary>
PoorCondition,
/// <summary>
/// 生病(躺床)
/// </summary>
Ill
}
/// <summary>
/// 计算宠物当前状态
/// </summary>
ModeType CalMode();
/// <summary>
/// 存档
/// </summary>
/// <returns>存档行</returns>
Line ToLine();
}
}