/// <summary> /// Returns dialogue text associated with the given progress type. /// </summary> /// <param name="typeArg"></param> /// <returns></returns> private string GetProgressTypeDialogueText(CharacterProgressionType typeArg) { switch (typeArg) { case CharacterProgressionType.Stamina: return("Health"); case CharacterProgressionType.Strength: return("Weapon Damage"); case CharacterProgressionType.Dexterity: return("Health"); case CharacterProgressionType.AbilityProficiency: return("Ability Proficiency"); default: // print warning to console Debug.LogWarning("Problem in GetProgressTypeDialogueText(), No case " + $"for enum: {typeArg.ToString()}"); // return some default value return(string.Empty); } }
/// <summary> /// Improves character's stats/properties based on given progress values. /// </summary> /// <param name="progTypeArg"></param> /// <param name="progValueArg"></param> public void ImproveCharacterAttribute(CharacterProgressionType progTypeArg, float progValueArg) { // round value to int for cases that require an integer int progInt = Mathf.RoundToInt(progValueArg); switch (progTypeArg) { case CharacterProgressionType.Stamina: statStamina += progInt; break; default: // print warning to console Debug.LogWarning($"Unknown case for AddCharacterProgression(): {progTypeArg.ToString()}"); break; } }
private void Setup(SerializableDataCharacterProgressionTypeAndFloat templateArg) { typeValue = templateArg.typeValue; floatValue = templateArg.floatValue; }
private void Setup(CharacterProgressionType typeValueArg, float floatValueArg) { typeValue = typeValueArg; floatValue = floatValueArg; }
private void Setup() { typeValue = CharacterProgressionType.None; floatValue = 0f; }
public SerializableDataCharacterProgressionTypeAndFloat( CharacterProgressionType typeValueArg, float floatValueArg) { Setup(typeValueArg, floatValueArg); }