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