void CalculateItem(SlotItem item) { if (item != null) { switch (item.item.Category) { case ItemCategory.Armor: IArmor aItem = (IArmor)item.item; CalculateBase(aItem.Stats.Base); CalculateAbility(aItem.Stats.Ability); CalculateResistance(aItem.Stats.Resistance); CalculateOther(aItem.Stats.Other); CalculateBattle(aItem.Stats.Battle); break; case ItemCategory.Weapon: IWeapon wItem = (IWeapon)item.item; CalculateBase(wItem.Stats.Base); CalculateAbility(wItem.Stats.Ability); CalculateResistance(wItem.Stats.Resistance); CalculateOther(wItem.Stats.Other); CalculateBattle(wItem.Stats.Battle); break; case ItemCategory.Accessories: IAccessories acItem = (IAccessories)item.item; CalculateBase(acItem.Stats.Base); CalculateAbility(acItem.Stats.Ability); CalculateResistance(acItem.Stats.Resistance); CalculateOther(acItem.Stats.Other); CalculateBattle(acItem.Stats.Battle); break; } } }
public IAccessories(IAccessories item) { Stats = item.Stats; Name = item.Name; Icon = item.Icon; Category = item.Category; Description = item.Description; Value = item.Value; Stack = item.Stack; }
void AccessoriesSwitch() { IAccessories accessories = (IAccessories)selected; GUILayout.Space(20); GUILayout.BeginHorizontal(); Buttons(); if (GUILayout.Button("State Resist")) { typeEdit = 6; } GUILayout.EndHorizontal(); switch (typeEdit) { case 1: EditorFunctions.ViewBase(accessories.Stats.Base); break; case 2: EditorFunctions.ViewBattle(accessories.Stats.Battle); break; case 3: EditorFunctions.ViewAbility(accessories.Stats.Ability); break; case 4: EditorFunctions.ViewResist(accessories.Stats.Resistance); break; case 5: EditorFunctions.ViewOther(accessories.Stats.Other); break; case 6: EditorFunctions.ViewState(accessories.Stats.ResistState, "State resist"); break; case 7: EditorFunctions.ViewSkills(); break; } }
public static CharacterStats CalculateItem(CharacterStats current, SlotItem item) { if (item != null) { switch (item.item.Category) { case ItemCategory.Armor: IArmor aItem = (IArmor)item.item; current = CalculateBase(current, aItem.Stats.Base); current = CalculateAbility(current, aItem.Stats.Ability); current = CalculateResistance(current, aItem.Stats.Resistance); current = CalculateOther(current, aItem.Stats.Other); current = CalculateBattle(current, aItem.Stats.Battle); break; case ItemCategory.Weapon: IWeapon wItem = (IWeapon)item.item; current = CalculateBase(current, wItem.Stats.Base); current = CalculateAbility(current, wItem.Stats.Ability); current = CalculateResistance(current, wItem.Stats.Resistance); current = CalculateOther(current, wItem.Stats.Other); current = CalculateBattle(current, wItem.Stats.Battle); break; case ItemCategory.Accessories: IAccessories acItem = (IAccessories)item.item; current = CalculateBase(current, acItem.Stats.Base); current = CalculateAbility(current, acItem.Stats.Ability); current = CalculateResistance(current, acItem.Stats.Resistance); current = CalculateOther(current, acItem.Stats.Other); current = CalculateBattle(current, acItem.Stats.Battle); break; } } return(current); }
void ActionMenu() { GUILayout.BeginHorizontal("box", GUILayout.ExpandWidth(true)); if (GUILayout.Button("Add", GUILayout.Width(100))) { //my.States.Add(new State()); switch (ICategory) { case ItemCategory.Weapon: IWeapon weapon = new IWeapon(); weapon.Category = ItemCategory.Weapon; my.Weapons.Add(weapon); break; case ItemCategory.Armor: IArmor armor = new IArmor(); armor.Category = ItemCategory.Armor; my.Armors.Add(armor); break; case ItemCategory.Consume: IConsume consume = new IConsume(); consume.Category = ItemCategory.Consume; my.Consumes.Add(consume); break; case ItemCategory.Throw: IThrow itemThrow = new IThrow(); itemThrow.Category = ItemCategory.Throw; my.Throws.Add(itemThrow); break; case ItemCategory.Component: IComponent component = new IComponent(); component.Category = ItemCategory.Component; my.Components.Add(component); break; case ItemCategory.Recipe: IRecipe recipe = new IRecipe(); recipe.Category = ItemCategory.Recipe; my.Recipes.Add(recipe); break; case ItemCategory.KeyItem: IKey key = new IKey(); key.Category = ItemCategory.KeyItem; my.KeyItems.Add(key); break; case ItemCategory.Rune: IRune rune = new IRune(); rune.Category = ItemCategory.Rune; my.Runes.Add(rune); break; case ItemCategory.Accessories: IAccessories accessories = new IAccessories(); accessories.Category = ItemCategory.Accessories; my.Accessories.Add(accessories); break; } } if (GUILayout.Button("Remove", GUILayout.Width(100))) { switch (ICategory) { case ItemCategory.Weapon: if (my.Weapons.Count > 0) { selected = null; index = 0; my.Weapons.RemoveAt(my.Weapons.Count - 1); } break; case ItemCategory.Armor: if (my.Armors.Count > 0) { selected = null; index = 0; my.Armors.RemoveAt(my.Armors.Count - 1); } break; case ItemCategory.Consume: if (my.Consumes.Count > 0) { selected = null; index = 0; my.Consumes.RemoveAt(my.Consumes.Count - 1); } break; case ItemCategory.Throw: if (my.Throws.Count > 0) { selected = null; index = 0; my.Throws.RemoveAt(my.Throws.Count - 1); } break; case ItemCategory.Component: if (my.Components.Count > 0) { selected = null; index = 0; my.Components.RemoveAt(my.Components.Count - 1); } break; case ItemCategory.Recipe: if (my.Recipes.Count > 0) { selected = null; index = 0; my.Recipes.RemoveAt(my.Recipes.Count - 1); } break; case ItemCategory.KeyItem: if (my.KeyItems.Count > 0) { selected = null; index = 0; my.KeyItems.RemoveAt(my.KeyItems.Count - 1); } break; case ItemCategory.Rune: if (my.Runes.Count > 0) { selected = null; index = 0; my.Runes.RemoveAt(my.Runes.Count - 1); } break; case ItemCategory.Accessories: if (my.Accessories.Count > 0) { selected = null; index = 0; my.Accessories.RemoveAt(my.Accessories.Count - 1); } break; } } GUILayout.EndHorizontal(); }