public Stats(Basis _BasisStats, FlatBonus _FlatBoni, PercentageBonus _PercentageBoni, ArmorTypes _ArmorType, DamageTypes _DamageType) { basis = _BasisStats; flatBonus = _FlatBoni; percentageBonus = _PercentageBoni; ArmorType = _ArmorType; DamageType = _DamageType; this.current_Health = max_Health; this.current_Strength = max_Strength; this.current_HealthRegen = max_HealthRegen; this.current_Mana = max_Mana; this.current_Magic = max_Magic; this.current_Intelligence = max_Intelligence; this.current_ManaRegen = max_ManaRegen; this.current_Rage = max_Rage; this.current_Attack = max_Attack; this.current_Energy = max_Energy; this.current_WalkSpeed = max_WalkSpeed; this.current_RunSpeed = max_RunSpeed; this.current_Dexterity = max_Dexterity; this.current_Armor = max_Armor; this.current_MagicResistence = max_MagicResistence; }
private void OnUpdate(float deltaTime) { if (_activeBonus != null && _activeBonus.CheckIfEnded(deltaTime)) { _activeBonus = null; } if (_morePassiveBonus != null && _morePassiveBonus.CheckIfEnded(deltaTime)) { _morePassiveBonus = null; } if (_fasterPassiveBonus != null && _fasterPassiveBonus.CheckIfEnded(deltaTime)) { _fasterPassiveBonus = null; } }
private void CreateMorePassiveBonus() { _morePassiveBonus = new PercentageBonus(_gameSettings.morePassiveBonusDuration, _gameSettings.morePassiveBonusPercentage); }
private void CreateFasterPassiveBonus() { _fasterPassiveBonus = new PercentageBonus(_gameSettings.fasterPassiveBonusDuration, _gameSettings.fasterPassiveBonusPercentage); }
private void CreateMoreActiveBonus() { _activeBonus = new PercentageBonus(_gameSettings.activeBonusDuration, _gameSettings.activeBonusPercentage); }