Example #1
0
    void Start()
    {
        stats = new RPGDefaultStats();

        var statTypes = Enum.GetValues(typeof(RPGStatType));

        foreach (var statType in statTypes)
        {
            RPGStat stat = stats.GetStat((RPGStatType)statType);
            if (stat != null)
            {
                Debug.Log(string.Format("Stat {0}'s value is {1}",
                                        stat.StatName, stat.StatValue));
            }
        }

        var health = stats.GetStat <RPGStatModifiable>(RPGStatType.Health);

        health.AddModifier(new RPGStatModBasePercent(1.0f));      // 200
        health.AddModifier(new RPGStatModBaseAdd(50f));           // 250
        health.AddModifier(new RPGStatModTotalPercent(1.0f));     // 500
        health.UpdateModifiers();

        foreach (var statType in statTypes)
        {
            RPGStat stat = stats.GetStat((RPGStatType)statType);
            if (stat != null)
            {
                Debug.Log(string.Format("Stat {0}'s value is {1}",
                                        stat.StatName, stat.StatValue));
            }
        }
    }
Example #2
0
 public override bool OnCheck()
 {
     return(OperationTools.Compare(
                statCollection.GetStat <RPGVital> (GlobalSymbol.HP).StatValueCurrent /
                statCollection.GetStat <RPGVital> (GlobalSymbol.HP).StatValue, value,
                checkType, 0));
 }
Example #3
0
 private void DisplayStatValues()
 {
     ForEachEnum <RPGStatType>((statType) =>
     {
         RPGStat stat = stats.GetStat((RPGStatType)statType);
         if (stat != null)
         {
             RPGVital vital = stat as RPGVital;
             if (vital != null)
             {
                 Debug.Log(string.Format("Stat {0}'s value is {1}/{2}", stat.StatName, vital.StatCurrentValue, stat.StatValue));
             }
             else
             {
                 Debug.Log(string.Format("Stat {0}'s value is {1}", stat.StatName, stat.StatValue));
             }
         }
     });
 }
Example #4
0
 void DisplayStatValues()
 {
     ForEachEnum <RPGStatType>((statType) => {
         RPGStat stat = stats.GetStat((RPGStatType)statType);
         if (stat != null)
         {
             Debug.Log(string.Format("Stat {0}'s value is {1}",
                                     stat.StatName, stat.StatValue));
         }
     });
 }
Example #5
0
    // Use this for initialization
    void Start()
    {
        stats  = gameObject.AddComponent <RPGDefaultStats>();
        health = stats.GetStat <RPGVital>(RPGStatType.Health);
        health.OnCurrentValueChange += OnStatValueChange;

        DisplayStatValues();
        Debug.Log(string.Format("_____________________"));
        HealthTest();
        DisplayStatValues();
    }
    void Start()
    {
        stats = new RPGDefaultStats();

        var health = stats.GetStat <RPGVital>(RPGStatType.Health);

        health.OnCurrentValueChange += OnStatValueChange;

        DisplayStatValues();

        health.StatCurrentValue -= 75;

        DisplayStatValues();
    }
    // Use this for initialization
    void Start()
    {
        stats = this.gameObject.AddComponent <RPGDefaultStats> ();

        var health = stats.GetStat <RPGVital> (RPGStatType.Health);

        health.OnCurrentValueChange += OnStatValueChange;

        DisplayStatValues();

        health.StatCurrentValue -= 75;

        DisplayStatValues();
    }
Example #8
0
    public void Start()
    {
        foreach (var statType in RPGStatDatabase.StatTypes.GetAssets())
        {
            var stat = statCollection.GetStat(statType.Id);
            if (stat != null)
            {
                var statUi = Instantiate(statUIPrefab);
                statUi.name = statType.Name;
                statUi.transform.SetParent(this.transform, false);

                statUi.SetStat(statType, stat);
                uiInstances.Add(statUi);
            }
        }
    }
        public override bool OnCheck()
        {
            return(true);

            Transform target = blackboard.GetValue <Transform> ("Target");

            if (target == null)
            {
                return(false);
            }

            RPGStatCollection statCollection = DamageDealer.FindObjectStatCollection(target.gameObject);

            if (statCollection == null || !statCollection.ContainStat(GlobalSymbol.HP))
            {
                return(false);
            }

            return(statCollection.GetStat <RPGVital> (GlobalSymbol.HP).StatValueCurrent > 0f);
        }
Example #10
0
    // Use this for initialization
    void Start()
    {
        var dieDic = DieTypes.AttackDie;

        stats     = gameObject.AddComponent <RPGDefaultStats>();
        health    = stats.GetStat <RPGVital>(RPGStatType.Health);
        willpower = stats.GetStat <RPGVital>(RPGStatType.Willpower);
        stamina   = stats.GetStat <RPGVital>(RPGStatType.Stamina);
        dex       = stats.GetStat <RPGAttribute>(RPGStatType.Dexterity);
        attackDie = stats.GetStat <RPGAttribute>(RPGStatType.DieType);
        level     = stats.GetStat <RPGAttribute>(RPGStatType.Level);
        attack    = stats.GetStat <RPGAttribute>(RPGStatType.Attack);
        will      = stats.GetStat <RPGAttribute>(RPGStatType.Will);
        defense   = stats.GetStat <RPGAttribute>(RPGStatType.Defense);
        alive     = stats.GetStat <RPGAttribute>(RPGStatType.Alive);
        speed     = stats.GetStat <RPGAttribute>(RPGStatType.Speed);
        evasion   = stats.GetStat <RPGAttribute>(RPGStatType.Evasion);

        ///Modifiy base stats
        ///
        stamina.StatCurrentValue = 0;
        health.StatBaseValue     = health.StatBaseValue;
        health.SetCurrentValueToMax();
        attackDie.StatBaseValue = DieTypes.GetAttackDie(DieTypes.DieType.D4);
        dex.StatBaseValue       = dex.StatBaseValue + 2;
        dex.UpdateLinkers();
    }
Example #11
0
    // Use this for initialization
    void Start()
    {
        var dieDic = DieTypes.AttackDie;

        stats       = gameObject.AddComponent <RPGDefaultStats>();
        socialStats = gameObject.GetComponent <SocialStats>();
        health      = stats.GetStat <RPGVital>(RPGStatType.Health);
        willpower   = stats.GetStat <RPGVital>(RPGStatType.Willpower);
        stamina     = stats.GetStat <RPGVital>(RPGStatType.Stamina);
        dex         = stats.GetStat <RPGAttribute>(RPGStatType.Dexterity);
        attackDie   = stats.GetStat <RPGAttribute>(RPGStatType.DieType);
        level       = stats.GetStat <RPGAttribute>(RPGStatType.Level);
        attack      = stats.GetStat <RPGAttribute>(RPGStatType.Attack);
        will        = stats.GetStat <RPGAttribute>(RPGStatType.Will);
        defense     = stats.GetStat <RPGAttribute>(RPGStatType.Defense);
        alive       = stats.GetStat <RPGAttribute>(RPGStatType.Alive);
        speed       = stats.GetStat <RPGAttribute>(RPGStatType.Speed);
        evasion     = stats.GetStat <RPGAttribute>(RPGStatType.Evasion);

        if (gameObject.GetComponent <CurrentState>().inCombat)
        {
            SetPlayerStatusBars();
        }


        ///Modifiy base stats
        ///
        health.StatBaseValue += 10;
        health.SetCurrentValueToMax();
        attackDie.StatBaseValue = DieTypes.GetAttackDie(DieTypes.DieType.D4);
        dex.StatBaseValue       = dex.StatBaseValue + 1;
        dex.UpdateLinkers();
        Debug.Log("Player health is: " + health.StatBaseValue);
        Debug.Log("Extroversion: " + socialStats.GetStat(SocialStats.SocialStatType.Extroversion).StatBaseValue);

        ///Tests
        socialStats.SocialStatChange(socialStats.GetStat(SocialStats.SocialStatType.Extroversion));
        Debug.Log("Extroversion after increment: " + socialStats.GetStat(SocialStats.SocialStatType.Extroversion).StatValue);
    }