private void Awake() { baseCharacter = new BaseCharacterClass(); calculations = new StatCalculations(); basePlayer = GameObject.FindGameObjectWithTag("Player").GetComponent <BasePlayer>(); Initialized(); }
void CalculateNewStats() { StatCalculations stat = new StatCalculations(); stat.CalculateLevelUpStats(); }
/// <summary> /// 1 is mage, 2 is warrior, 3 is Enhancer, 4 is paladin, 5 is Priest, and 6 is archer /// </summary> /// <param name="enemyClassNum"></param> /// void CalculateEnemyInfo(int enemyClassNum) { enemyInfo = gameObject.GetComponent <EnemyInformation>(); newEnemy = new BasePlayer(); calculations = new StatCalculations(); name = gameObject.name; int number = enemyClassNum; if (number == 1) { enemyInfo.PlayerClass = new BaseMageClass(); enemyInfo.MainStat = enemyInfo.Intellect; } else if (number == 2) { enemyInfo.PlayerClass = new BaseWarriorClass(); enemyInfo.MainStat = enemyInfo.Strength; } else if (number == 3) { enemyInfo.PlayerClass = new BaseEnhancerClass(); enemyInfo.MainStat = enemyInfo.Agility; } else if (number == 4) { enemyInfo.PlayerClass = new BasePaladinClass(); enemyInfo.MainStat = enemyInfo.Endurance; } else if (number == 5) { enemyInfo.PlayerClass = new BasePriestClass(); enemyInfo.MainStat = enemyInfo.Mastery; } else if (number == 6) { enemyInfo.PlayerClass = new BaseArcherClass(); enemyInfo.MainStat = enemyInfo.Agility; } //MAKE SURE TO CREATE A NEW INSTANCE OF THIS FOR EVERY ENEMY/BOSS ETC. // HAve to add it to all the enemies in and playtest it // We are going to learn about networking soon. enemyInfo.PlayerLevel = 20; // <- Dynamically from enemy scripts stamina = enemyInfo.PlayerClass.Stamina * (enemyInfo.PlayerLevel / 2); intellect = enemyInfo.PlayerClass.Intellect * (enemyInfo.PlayerLevel / 2); strength = enemyInfo.PlayerClass.Strength * (enemyInfo.PlayerLevel / 2); endurance = enemyInfo.PlayerClass.Endurance * (enemyInfo.PlayerLevel / 2); agility = enemyInfo.PlayerClass.Agility * (enemyInfo.PlayerLevel / 2); mastery = enemyInfo.PlayerClass.Mastery * (enemyInfo.PlayerLevel / 2); resistance = enemyInfo.PlayerClass.Resistance; SetEnemyInfo(); if (number == 1) { enemyInfo.MainStat = enemyInfo.Intellect; } else if (number == 2) { enemyInfo.MainStat = enemyInfo.Strength; } else if (number == 3) { enemyInfo.MainStat = enemyInfo.Agility; } else if (number == 4) { enemyInfo.MainStat = enemyInfo.Endurance; } else if (number == 5) { enemyInfo.MainStat = enemyInfo.Mastery; } else if (number == 6) { enemyInfo.MainStat = enemyInfo.Agility; } enemyInfo.PlayerMaxHealth = calculations.CalculateHealth(enemyInfo.Endurance); enemyInfo.PlayerMaxEnergy = calculations.CalculateEnergy(enemyInfo.Intellect); enemyInfo.PlayerHealth = enemyInfo.PlayerMaxHealth; enemyInfo.PlayerEnergy = enemyInfo.PlayerMaxEnergy; calculated = true; Debug.Log(calculated); }