public void SerializeStats() { float[] statValues = new float[] { /*strength*/ 1.0f, /*Stamina*/ 2.0f, /*Wisdom*/ 3.0f, /*Inteligence*/ 4.0f, /*Charisma*/ 5.0f, /*Agility*/ 6.0f, /*Luck*/ 7.0f, /*Speed*/ 8.0f }; IEntityStats stats = new EntityStats(statValues); IEntityStats statsClone = Serializer.DeepClone(stats); Assert.AreEqual(statsClone.Get(StatType.Strength), statsClone.Get(StatType.Strength)); Assert.AreEqual(statsClone.Get(StatType.Stamina), statsClone.Get(StatType.Stamina)); Assert.AreEqual(statsClone.Get(StatType.Wisdom), statsClone.Get(StatType.Wisdom)); Assert.AreEqual(statsClone.Get(StatType.Inteligence), statsClone.Get(StatType.Inteligence)); Assert.AreEqual(statsClone.Get(StatType.Charisma), statsClone.Get(StatType.Charisma)); Assert.AreEqual(statsClone.Get(StatType.Constitution), statsClone.Get(StatType.Constitution)); Assert.AreEqual(statsClone.Get(StatType.Luck), statsClone.Get(StatType.Luck)); Assert.AreEqual(statsClone.Get(StatType.Dexterity), statsClone.Get(StatType.Dexterity)); }
public float GetStatWithAppliedSkill(SkillType i, StatType type, IEntityStats stats) { return(GameGlobal.CalculateSkillEffect(i, type, (float)Math.Floor(skillStats[(int)i]), stats.Get(type))); }