Exemple #1
0
    public void EntryEnter(int index)
    {
        if (CharacterStats.characterEquipment.weapon == null && index < 3)
        {
            return;
        }
        images[index].enabled = true;
        Vector2 pos = transform.GetChild(index).position;

        obj = ObjectPooler.op.SpawnUI("StatDescription", new Vector2(pos.x, pos.y + 3.5f), transform.parent.parent);
        StatDescription _text = obj.GetComponent <StatDescription>();

        switch (index)
        {
        case 0:
            _text.UpdateText("Total Damage", "Total damage describes how much total damage you will deal with a single swing or a shot of your weapon. This number includes all bonuses from your attributes and items.");
            break;

        case 1:
            _text.UpdateText("Total Critical Hit Chance", "Total critical hit chance of your attacks. This number includes all positive and negative effects from your items and attributes.");
            break;

        case 2:
            _text.UpdateText("Total Attack Speed", "The amount of times your attack can deal damage per second. This number includes all positive and negative effects from your items and attributes.");
            break;

        case 3:
            _text.UpdateText("Total Ammunition", $"Pistol ammo: {TextColor.Return("yellow")}{CharacterStats.pistolAmmo}\n{TextColor.Return()}Rifle / Shotgun ammo: {TextColor.Return("yellow")}{CharacterStats.rifleAmmo}{TextColor.Return()}\nFlamethrower gas: {TextColor.Return("yellow")}{CharacterStats.gasAmmo}");
            break;

        case 4:
            _text.UpdateText("Total Defense", $"Total combined defense value from all your gear and items. \n\n{TextColor.Return("yellow")}Physical Defense {CharacterStats.totalPhysicalDefense}\n{TextColor.Return("purple")}Spectral Defense {CharacterStats.totalSpectralDefense}\n{TextColor.Return("red")}Fire Defense {CharacterStats.totalFireDefense}");
            break;

        case 5:
            _text.UpdateText("Total Sight Radius", "Total sight radius of your character. This number includes all positive and negative effects from your items and attributes.");
            break;

        case 6:
            _text.UpdateText("Movement Speed", "Movement speed tells you the current movement speed of your character. This number includes all positive and negative effects from your items and attributes.");
            break;

        case 7:
            _text.UpdateText("Strength", $"Strength affects how much damage you deal with {TextColor.Return("green")}melee{TextColor.Return()} weapons. Strength also {TextColor.Return("green")}increases{TextColor.Return()} your carrying capacity. It also {TextColor.Return("yellow")}slightly increases{TextColor.Return()} your maximum health and stamina.");
            break;

        case 8:
            _text.UpdateText("Dexterity", $"Dexterity affects how much damage you deal with {TextColor.Return("green")}ranged{TextColor.Return()} weapons. Dexterity also {TextColor.Return("green")}increases{TextColor.Return()} your attack speed with all weapons.");
            break;

        case 9:
            _text.UpdateText("Constitution", $"Constitution {TextColor.Return("green")}heavily increases{TextColor.Return()} both your maximum health and stamina. It also {TextColor.Return("yellow")}slightly increases{TextColor.Return()} your carrying capacity.");
            break;

        case 10:
            _text.UpdateText("Perception", $"Perception {TextColor.Return("green")}heavily increases{TextColor.Return()} your chances of scoring a critical hit with any weapon. It also {TextColor.Return("yellow")}slightly increases{TextColor.Return()} your sight range.");
            break;

        case 11:
            _text.UpdateText("Luck", $"Luck {TextColor.Return("green")}increases{TextColor.Return()} your chances of finding weapons, armor and other items. It also {TextColor.Return("yellow")}very slightly increases{TextColor.Return()} your damage and critical hit chance.");
            break;

        default:
            _text.UpdateText("Blaa", "Blaa");
            break;
        }
    }
Exemple #2
0
        public bool Equals(DestinyHistoricalStatsDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     StatId == input.StatId ||
                     (StatId != null && StatId.Equals(input.StatId))
                     ) &&
                 (
                     Group == input.Group ||
                     (Group != null && Group.Equals(input.Group))
                 ) &&
                 (
                     PeriodTypes == input.PeriodTypes ||
                     (PeriodTypes != null && PeriodTypes.SequenceEqual(input.PeriodTypes))
                 ) &&
                 (
                     Modes == input.Modes ||
                     (Modes != null && Modes.SequenceEqual(input.Modes))
                 ) &&
                 (
                     Category == input.Category ||
                     (Category != null && Category.Equals(input.Category))
                 ) &&
                 (
                     StatName == input.StatName ||
                     (StatName != null && StatName.Equals(input.StatName))
                 ) &&
                 (
                     StatNameAbbr == input.StatNameAbbr ||
                     (StatNameAbbr != null && StatNameAbbr.Equals(input.StatNameAbbr))
                 ) &&
                 (
                     StatDescription == input.StatDescription ||
                     (StatDescription != null && StatDescription.Equals(input.StatDescription))
                 ) &&
                 (
                     UnitType == input.UnitType ||
                     (UnitType != null && UnitType.Equals(input.UnitType))
                 ) &&
                 (
                     IconImage == input.IconImage ||
                     (IconImage != null && IconImage.Equals(input.IconImage))
                 ) &&
                 (
                     MergeMethod == input.MergeMethod ||
                     (MergeMethod.Equals(input.MergeMethod))
                 ) &&
                 (
                     UnitLabel == input.UnitLabel ||
                     (UnitLabel != null && UnitLabel.Equals(input.UnitLabel))
                 ) &&
                 (
                     Weight == input.Weight ||
                     (Weight.Equals(input.Weight))
                 ) &&
                 (
                     MedalTierHash == input.MedalTierHash ||
                     (MedalTierHash.Equals(input.MedalTierHash))
                 ));
        }