public GameAgentStats(int characterRace, int characterClass, int desiredLevel, int characterWeapon = CharacterClassOptions.RandomClassWeapon) { rng = GameObject.FindGameObjectWithTag("Map").GetComponent <MapConfiguration>().GetRNG(); this.characterRace = characterRace; characterClassOption = characterClass; SetGameAgentCharacterClass(characterWeapon); GetBaseCharacterClassStats(); LevelUpToDesiredLevel(desiredLevel); currentState = GameAgentState.Alive; currentStatus = GameAgentStatusEffect.None; }
public GameAgentStats(int characterRace, int characterClass, float attack, float health, float range, float speed, int desiredLevel, int characterWeapon = CharacterClassOptions.RandomClassWeapon) { rng = GameObject.FindGameObjectWithTag("Map").GetComponent <MapConfiguration>().GetRNG(); this.characterRace = characterRace; characterClassOption = characterClass; SetGameAgentCharacterClass(characterWeapon); this.attack = attack; maxHealth = health; currentHealth = health; this.range = range; this.speed = speed; currentState = GameAgentState.Alive; currentStatus = GameAgentStatusEffect.None; LevelUpToDesiredLevel(desiredLevel); }