public CharacterBuild builder;// = new CharacterBuild(); public void Awake() { resetFallVel = true; builder = gameObject.GetComponentInParent <CharacterBuild>(); builder.CharacterClass.Add(CharacterBuild.clases.Normal); builder.CharacterClass.Add(CharacterBuild.clases.Vulkan); builder.CharacterClass.Add(CharacterBuild.clases.Herzs); //Debug.Log(builder.CharacterClass.Count); builder.CharacterPowerUps.Add(CharacterBuild.powerUps.No); builder.CharacterPowerUps.Add(CharacterBuild.powerUps.Dash); builder.CharacterPowerUps.Add(CharacterBuild.powerUps.Reactor); }
//public static bool AxesUseSpecials = true; public static float GetTimePerAttack(CharacterBuild build, EnemyModel enemy, bool useAxeSpecial) { if (build.MainWeapon.Type == Weapon.WeaponType.Bow) { return(1.445f); } float multiplier = 1 + build.Imbue.AttackSpeedModifier; foreach (var status in build.Statuses) { multiplier += status.AttackSpeedModifier; } return(GetTimePerAttack(build.MainWeapon.Type, build.MainWeapon.AttackSpeed * multiplier, useAxeSpecial, enemy.ColliderRadius)); }
//public ActionResult Create([Bind(Include = "PCID,NameShort,NameFull,Level,Class,Species,Age,Background,PersonalHistory,Personality,CurHP,CurHD,MaxHP,HitDice,ProficiencyBonus,STR,DEX,CON,INT,WIS,CHA,Athletics,Acrobatics,SleightofHand,Stealth,Arcana,History,Investigation,Nature,Religion,AnimalHandling,Insight,Medicine,Perception,Survival,Deception,Intimidation,Performance,Persuasion,Player,OwnerID")] PlayerCharacter playerCharacter) public ActionResult Create(CharacterBuild playerCharacter) { if (ModelState.IsValid) { PlayerCharacterService characterService = CreatePlayerChararacterService(); db.PlayerCharacters.Add(characterService.BuildPlayerCharacter(playerCharacter)); db.SaveChanges(); WorldIndexService worldIndexService = CreateWorldIndexService(); worldIndexService.UpdatePlayerCharacters(); return(RedirectToAction("Index")); } return(View(playerCharacter)); }
private void Update() { builder = GetComponent <CharacterBuild>(); classText.GetComponent <Text>().text = builder.CharacterClass[classListIterator].ToString().ToUpper(); powerText.GetComponent <Text>().text = builder.CharacterPowerUps[powerListIterator].ToString().ToUpper(); }
void Awake() { playerController = transform.GetComponent<WarriorController>(); charBuild = transform.GetComponent<CharacterBuild>(); animation["walk"].speed = playerController.moveSpeed/120.0f; }
public void CreateBuild(int index) { _builds[index] = new CharacterBuild(); }