Beispiel #1
0
        private void ModifyUnitStats(UnitStat tgtStats, UnitStat srcStats)
        {
            tgtStats.HP        += srcStats.HP;
            tgtStats.AP        += srcStats.AP;
            tgtStats.HPPerTurn += srcStats.HPPerTurn;
            tgtStats.APPerTurn += srcStats.APPerTurn;

            tgtStats.moveAPCost   += srcStats.moveAPCost;
            tgtStats.attackAPCost += srcStats.attackAPCost;
            tgtStats.turnPriority += srcStats.turnPriority;
            tgtStats.moveRange    += srcStats.moveRange;
            tgtStats.attackRange  += srcStats.attackRange;
            tgtStats.hitChance    += srcStats.hitChance;
            tgtStats.dodgeChance  += srcStats.dodgeChance;

            tgtStats.damage += srcStats.damage;
            //tgtStats.damageMin+=srcStats.damageMin;
            //tgtStats.damageMax+=srcStats.damageMax;
            tgtStats.movePerTurn    += srcStats.movePerTurn;
            tgtStats.attackPerTurn  += srcStats.attackPerTurn;
            tgtStats.counterPerTurn += srcStats.counterPerTurn;
            tgtStats.critChance     += srcStats.critChance;
            tgtStats.critAvoidance  += srcStats.critAvoidance;
            tgtStats.critMultiplier += srcStats.critMultiplier;
            tgtStats.stunChance     += srcStats.stunChance;
            tgtStats.stunAvoidance  += srcStats.stunAvoidance;
            tgtStats.stunDuration   += srcStats.stunDuration;

            tgtStats.silentChance    += srcStats.silentChance;
            tgtStats.silentAvoidance += srcStats.silentAvoidance;
            tgtStats.silentDuration  += srcStats.silentDuration;

            tgtStats.sight += srcStats.sight;
        }
Beispiel #2
0
        public UnitStat Clone()
        {
            UnitStat stat = new UnitStat();

            stat.HP = HP;
            stat.AP = AP;

            stat.HPPerTurn = HPPerTurn;
            stat.APPerTurn = APPerTurn;

            stat.moveAPCost   = moveAPCost;
            stat.attackAPCost = attackAPCost;

            stat.turnPriority = turnPriority;

            stat.moveRange   = moveRange;
            stat.attackRange = attackRange;
            stat.sight       = sight;

            stat.movePerTurn    = movePerTurn;
            stat.attackPerTurn  = attackPerTurn;
            stat.counterPerTurn = counterPerTurn;

            stat.damage    = damage;
            stat.damageMin = damageMin;
            stat.damageMax = damageMax;

            stat.hitChance   = hitChance;
            stat.dodgeChance = dodgeChance;

            stat.critChance     = critChance;
            stat.critAvoidance  = critAvoidance;
            stat.critMultiplier = critMultiplier;

            stat.stunChance    = stunChance;
            stat.stunAvoidance = stunAvoidance;
            stat.stunDuration  = stunDuration;

            stat.silentChance    = silentChance;
            stat.silentAvoidance = silentAvoidance;
            stat.silentDuration  = silentDuration;

            stat.flankingBonus   = flankingBonus;
            stat.flankedModifier = flankedModifier;

            return(stat);
        }
Beispiel #3
0
        protected float DrawStatsModifier(float startX, float startY, UnitStat effect)
        {
            string text = "Stats Modifier " + (!foldStats ? "(show)" : "(hide)");

            foldStats = EditorGUI.Foldout(new Rect(startX, startY, width, height), foldStats, text, foldoutStyle);
            if (foldStats)
            {
                startX += 15;     spaceX += 10;

                cont = new GUIContent("HP/AP Buff:", "HitPoint(HP)/ActionPoint(AP) multiplier to be applied to the target. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.HP = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.HP);
                effect.AP = EditorGUI.FloatField(new Rect(startX + spaceX + widthS + 2, startY, widthS, height), effect.AP);

                cont = new GUIContent("HP/AP PerTurn:", "HitPoint(HP)/ActionPoint(AP) gain per turn modifier to be applied to the target.");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.HPPerTurn = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.HPPerTurn);
                effect.APPerTurn = EditorGUI.FloatField(new Rect(startX + spaceX + widthS + 2, startY, widthS, height), effect.APPerTurn);

                startY += 5;

                cont = new GUIContent("MoveAPCost:", "Move AP cost modifier to be applied to the target.");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.moveAPCost = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.moveAPCost);

                cont = new GUIContent("AttackAPCost:", "Attack AP cost modifier to be applied to the target.");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.attackAPCost = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.attackAPCost);

                startY += 5;

                cont = new GUIContent("Turn Priority:", "Turn Priority modifier to be applied to the target");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.turnPriority = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.turnPriority);

                startY += 5;

                cont = new GUIContent("MoveRange:", "Movement range modifier (in tile) to be applied to the target");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.moveRange = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.moveRange);

                cont = new GUIContent("AttackRange:", "Attack range modifier (in tile) to be applied to the target");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.attackRange = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.attackRange);

                cont = new GUIContent("Sight:", "modifier to be applied to the target. ");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.sight = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.sight);

                startY += 5;

                cont = new GUIContent("MovePerTurn:", "Move-per-turn modifier to be applied to the target. Doesnt apply to tile");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.movePerTurn = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.movePerTurn);

                cont = new GUIContent("AttackPerTurn:", "Attack-per-turn modifier to be applied to the target. Doesnt apply to tile");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.attackPerTurn = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.attackPerTurn);

                cont = new GUIContent("CounterPerTurn:", "CounterAttack-per-turn modifier to be applied to the target. Doesnt apply to tile");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.counterPerTurn = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.counterPerTurn);

                startY += 5;

                cont = new GUIContent("Damage:", "Damage multiplier to be applied to the target's both min and max damage. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.damage = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.damage);

                cont = new GUIContent("Hit/Dodge Chance:", "Hit Chance multiplier to be applied to the target. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.hitChance   = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.hitChance);
                effect.dodgeChance = EditorGUI.FloatField(new Rect(startX + spaceX + widthS + 2, startY, widthS, height), effect.dodgeChance);

                startY += 5;

                cont = new GUIContent("Crit/Avoid Chance:", "Multiplier to be applied to the target. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.critChance    = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.critChance);
                effect.critAvoidance = EditorGUI.FloatField(new Rect(startX + spaceX + widthS + 2, startY, widthS, height), effect.critAvoidance);

                cont = new GUIContent("CritMultiplier:", "Critical damage multiplier to be applied to the target. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.critMultiplier = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.critMultiplier);

                startY += 5;

                cont = new GUIContent("Stun/Avoid Chance:", "Multiplier to be applied to the target. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.stunChance    = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.stunChance);
                effect.stunAvoidance = EditorGUI.FloatField(new Rect(startX + spaceX + widthS + 2, startY, widthS, height), effect.stunAvoidance);

                cont = new GUIContent("StunDuration:", "Stun duration modifier to be applied to the target. ");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.stunDuration = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.stunDuration);

                startY += 5;

                cont = new GUIContent("Silent/Avoid Chance:", "Multiplier to be applied to the target. ie, 0.2 being increment by 20%, -0.1 being reduction by 10%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.silentChance    = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.silentChance);
                effect.silentAvoidance = EditorGUI.FloatField(new Rect(startX + spaceX + widthS + 2, startY, widthS, height), effect.silentAvoidance);

                cont = new GUIContent("SilentDuration:", "Silent duration modifier to be applied to the target. ");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.silentDuration = EditorGUI.IntField(new Rect(startX + spaceX, startY, widthS, height), effect.silentDuration);

                startY += 5;

                cont = new GUIContent("Flanking Bonus:", "Damage multiplier to be applied to the unit when flanking a target. Takes value from 0 and above with 0.2 being increase the damage by 20%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.flankingBonus = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.flankingBonus);

                cont = new GUIContent("Flanked Modifier:", "Damage multiplier to be applied to the unit when being flanked. Takes value from 0 and above with 0.2 being reduce the incoming damage by 20%");
                EditorGUI.LabelField(new Rect(startX, startY += spaceY, width, height), cont);
                effect.flankedModifier = EditorGUI.FloatField(new Rect(startX + spaceX, startY, widthS, height), effect.flankedModifier);

                spaceX -= 10;
            }

            return(startY + spaceY);
        }