public void Task(Effect.Effects effects, GameObject Target) { switch (effects) { case Effect.Effects.Frozen: break; case Effect.Effects.Brun: break; case Effect.Effects.Dizziness: break; } }
/// <summary> /// Создание характеристик брони /// </summary> /// <param name="Name">Название брони</param> /// <param name="Health">Добавляемое здоровье предмета</param> /// <param name="Weight">Вес предмета</param> /// <param name="Armor">Добавлямая броня предмета</param> /// <param name="armorType">Тип брони</param> /// <param name="effects">Способности брони</param> public ArmorStats(string Name, int Health, int Weight, int Armor, ArmorType armorType, Effect.Effects effects = null) { this.Name = Name; this.Health = Health; this.Weight = Weight; this.Armor = Armor; this.effects = effects; this.armorType = armorType; }
/// <summary> /// Создание характеристик оружия /// </summary> /// <param name="Name">Название оружия</param> /// <param name="Power">Сила оружия</param> /// <param name="Weight">Вес оружия</param> /// <param name="weaponType">Тип оружия</param> /// <param name="effects">Способности оружия</param> public WeaponStats(string Name, int Power, int Weight, WeaponType weaponType, Effect.Effects effects = null) { this.Name = Name; this.Weight = Weight; this.effects = effects; this.weaponType = weaponType; if (weaponType == WeaponType.Axe || weaponType == WeaponType.Sword || weaponType == WeaponType.Bow) { AD = Power; AP = 0; } if (weaponType == WeaponType.Wand || weaponType == WeaponType.Staff) { AD = 0; AP = Power; } if (weaponType == WeaponType.Dagger) { AD = Power / 2; AP = Power / 2; } }
/// <summary> /// Создание характеристик расходного предмета /// </summary> /// <param name="Name">Название расходника</param> /// <param name="Weight">Вес расходника</param> /// <param name="effects">Эффекты расходника</param> public ConsumableStats(string Name, int Weight, Effect.Effects effects) { this.Name = Name; this.Weight = Weight; this.effects = effects; }