public float GetValueComponent(GameValueComponent checkType) { switch (checkType) { case GameValueComponent.Value: return(GetValue()); case GameValueComponent.MinValue: return(GetMinValue()); case GameValueComponent.MaxValue: return(GetMaxValue()); case GameValueComponent.BaseValue: return(baseValue); case GameValueComponent.BaseMinValue: if (!valueCapped) { Debug.LogWarning("Game Value '" + name + "' is uncapped, BaseMinValue will always return 0"); return(0); } return(capMin); case GameValueComponent.BaseMaxValue: if (!valueCapped) { Debug.LogWarning("Game Value '" + name + "' is uncapped, BaseMaxValue will always return 0"); return(0); } return(capMax); } return(0); }
float GetValue(GameValueComponent checkType, float value, float min = float.MinValue, float max = float.MaxValue) { for (int i = 0; i < modifiers.Count; i++) { if (modifiers[i].modifyValueComponent == checkType) { value = modifiers[i].Modify(value); } } return(Mathf.Clamp(value, min, max)); }
public float GetValue(GameValueComponent checkType) { switch (checkType) { case GameValueComponent.Value: return(GetValue()); case GameValueComponent.MinValue: return(GetMinValue()); case GameValueComponent.MaxValue: return(GetMaxValue()); case GameValueComponent.BaseValue: return(baseValue); case GameValueComponent.BaseMinValue: return(baseMinValue); case GameValueComponent.BaseMaxValue: return(baseMaxValue); } return(0); }