public TotalWeaponStat GetTotlaWEaponStat() { TotalWeaponStat totalWeaponStat = new TotalWeaponStat(); CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType1, 0); CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType2, 1); CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType3, 2); CalculationStat(totalWeaponStat, weapon[equipWeaponKey].rowWeapon.statType4, 3); return(totalWeaponStat); }
private void CalculationStat(TotalWeaponStat totalWeaponStat, string type, int index) { switch (type) { case "Deffence": totalWeaponStat.def = totalWeaponStat.def + weapon[equipWeaponKey].GetStatList()[index].value; break; case "Attack": totalWeaponStat.atk = totalWeaponStat.atk + weapon[equipWeaponKey].GetStatList()[index].value; break; case "Hp": totalWeaponStat.hp = totalWeaponStat.hp + weapon[equipWeaponKey].GetStatList()[index].value; break; } }
public TotalStat GetTotalStats() { TotalStat totalStat = new TotalStat(); TotalWeaponStat totalWeaponStat = GetTotlaWEaponStat(); TotalSkillStat totalSkillStat = GetTotalSkillStat(); TotalCollectionWeaponStat totalCollectionWeaponStat = GetTotalCollectionWeapon(); totalStat.atk = (int)((characterRow.atk + totalWeaponStat.atk + EnchantLevel) * totalSkillStat.atkMultiple + totalCollectionWeaponStat.atk); totalStat.def = (int)((characterRow.def + totalWeaponStat.def + EnchantLevel) * totalSkillStat.defMultiple + totalCollectionWeaponStat.def); totalStat.hp = (int)((characterRow.hp + totalWeaponStat.hp + EnchantLevel) * totalSkillStat.hpMultiple + totalCollectionWeaponStat.hp); totalStat.accuracyRate = 90 + totalCollectionWeaponStat.accuracyRate; totalStat.avoidanceRate = 10 + totalCollectionWeaponStat.avoidanceRate; totalStat.skillValue = totalSkillStat.skillValueMultiple; return(totalStat); }