// Principalement utilisé pour calculer les stats du personnage en fonction de son level public void AddStatBase(StatController stat, int level = 1) { for (int i = 0; i < Stats.Count; i++) { Stats[i].AddBaseValue(stat.Stats[i].StatValue * level); } }
public void SetStatBase(StatController stat) { for (int i = 0; i < Stats.Count; i++) { Stats[i].SetBaseValue(stat.Stats[i].StatValue); } }
public void Remove(StatController stat, StatModifierType modifierType) { for (int i = 0; i < Stats.Count; i++) { Stats[i].RemoveStatModifier(stat.Stats[i].StatValue, modifierType); } }
// En dur parce que flemme (Pardon j'ai échoué) #endregion #region Functions /* ======================================== *\ * FUNCTIONS * \* ======================================== */ public CharacterStatController(CharacterData data) { characterData = data; statController = new StatController(data.StatController); hp = GetHPMax(); scratch = 0; level = data.CharacterLevel; }
public void RemoveStat(StatController stat, StatModifierType addType) { /*if (stat.statModel != statController.statModel) { Debug.Log("Les deux stats n'ont pas le même modèle, l'opération n'est pas optimisé"); // faire l'opération pas optimisé }*/ statController.Remove(stat, addType); if (OnStatChanged != null) OnStatChanged.Invoke(this); }
public void DrawCharacter() { textCharacterName.text = partyData.CharacterStatControllers[indexCharacterSelection].CharacterData.CharacterName; imageCharacterFaceOutline.sprite = partyData.CharacterStatControllers[indexCharacterSelection].CharacterData.CharacterFace; imageCharacterFace.sprite = partyData.CharacterStatControllers[indexCharacterSelection].CharacterData.CharacterFace; currentCharacterStat = partyData.CharacterStatControllers[indexCharacterSelection].StatController; DrawCharacterStat(); DrawWeaponLevel(); DrawSkillList(); for (int i = 0; i < characterDatas.Count; i++) { if(characterDatas[i] == partyData.CharacterStatControllers[indexCharacterSelection].CharacterData) { movelist[i].SetActive(true); continue; } movelist[i].SetActive(false); } }
public void DrawCharacter() { textCharacterName.text = partyData.CharacterStatControllers[indexCharacterSelection].CharacterData.CharacterName; currentCharacterStat = partyData.CharacterStatControllers[indexCharacterSelection].StatController; previewCharacterStat = partyData.CharacterStatControllers[indexCharacterSelection].StatController; int index = indexCharacterSelection; for (int i = 0; i < imageCharacterFaceOutline.Length; i++) { imageCharacterFace[i].sprite = partyData.CharacterStatControllers[index].CharacterData.CharacterFace; imageCharacterFaceOutline[i].sprite = partyData.CharacterStatControllers[index].CharacterData.CharacterFace; index += 1; index = index % partyData.CharacterStatControllers.Count; } DrawCharacterStat(); DrawEquipement(); weapon.DrawText(dictionary.GetSpriteIcon(partyData.CharacterEquipement[indexCharacterSelection].GetWeaponType()), partyData.CharacterEquipement[indexCharacterSelection].GetWeapon().WeaponName); }
public StatController(StatController stat) { Stats.Clear(); if (stat.Stats == null) { for (int i = 0; i < stat.StatEditor.Count; i++) { for (int j = 0; j < stat.StatEditor[i].StatDictionary.Count; j++) Stats.Add(new Stat(stat.StatEditor[i].StatDictionary[j])); for (int j = 0; j < stat.StatEditor[i].StatDictionary2.Count; j++) Stats.Add(new Stat(stat.StatEditor[i].StatDictionary2[j])); for (int j = 0; j < stat.StatEditor[i].StatDictionary3.Count; j++) Stats.Add(new Stat(stat.StatEditor[i].StatDictionary3[j])); } } else { for (int i = 0; i < stat.Stats.Count; i++) { Stats.Add(new Stat(stat.Stats[i])); } } }