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(); } }