public void InitializeCharacter() { // Cache components _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); characterController = GetComponent <CharacterController>(); LoadCharacterData(); characterData.specialization.SetTotalSpecPoints(characterData.level); // Initialize Attributes _attributes.GenerateAugmentedCharacterAttributes(characterData.specialization, characterData.inventory); // Initialize statistics _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); // Initialize Abilities // Set Abilities characterController.SetAbilities(basicAbilityPrefab, abilityQPrefab, abilityWPrefab, abilityEPrefab, abilityRPrefab); }
public virtual void SetTargetObject(GameObject targetobject) { targetObject = targetobject; _statsGeneralTarget = targetObject.GetComponent <StatsGeneral>(); _statsOffenseTarget = targetObject.GetComponent <StatsOffense>(); _statsDefenseTarget = targetObject.GetComponent <StatsDefense>(); }
void Awake() { thisTransform = transform; _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); }
public void ReceiveHeal(StatsOffense statsOffense, StatsDefense statsDefense) { // Generate the heal float physicalHeal = statsOffense.GeneratePhysicalDamage(); float magicalHeal = statsOffense.GenerateMagicalDamage(); // Receiving the Heal _combatLife += (physicalHeal + magicalHeal); }
public virtual void Awake() { Debug.Log("Ability Controller awake"); thisTransform = transform; _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); }
public virtual void Awake() { thisTransform = transform; targetPoint = thisTransform.position; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); }
void Awake() { thisTransform = transform; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); _inCombat = false; }
/// <summary> /// Generates an Ability's temporary statistics /// </summary> /// <param name="statsOffense"></param> public void GenerateCombatAbilityStatistics(StatsDefense statsDefense) { // Set the combat stats to the base combat stats of the ability _combatLife = _augmentedLife; _combatArmor = _augmentedArmor; _combatMagicResist = _augmentedMagicResist; // Factor in the temporary statistics of the caster //_tempLife += statsDefense._tempLife; //_tempArmor += statsDefense._tempArmor; //_tempMagicResist += statsDefense._tempMagicResist; }
void Awake() { thisTransform = transform; level = 1; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); _attributes.InitializeEnemyAttributes(1); _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); }
/// <summary> /// Receives an ability hit, affecting statistics /// </summary> /// <param name="statsGeneral"></param> public void ReceiveHit(StatsOffense statsOffense, StatsDefense statsDefense) { // Debuffing //_tempLife -= statsDefense._tempLife; //_tempArmor -= statsDefense._tempArmor; //_tempMagicResist -= statsDefense._tempMagicResist; // Generate the Damage float physicalDamage = statsOffense.GeneratePhysicalDamage(); float magicalDamage = statsOffense.GenerateMagicalDamage(); // Factor defensive statistics physicalDamage = physicalDamage / _combatArmor; magicalDamage = magicalDamage / _combatMagicResist; MenuManager.menuManager.DamageText(physicalDamage + magicalDamage, name); // Receiving the damage _combatLife -= (physicalDamage + magicalDamage); }
/// <summary> /// Generates the combat statistics for the ability /// </summary> /// <param name="statsGeneral"></param> /// <param name="statsOffense"></param> /// <param name="statsDefense"></param> public override void GenerateCombatStatistics(StatsGeneral statsGeneral, StatsOffense statsOffense, StatsDefense statsDefense) { _statsGeneral.GenerateCombatAbilityStatistics(statsGeneral); _statsOffense.GenerateCombatAbilityStatistics(statsOffense); _statsDefense.GenerateCombatAbilityStatistics(statsDefense); }