internal StatResult GetStatFunctionResult(StatFunction statFunction, DataGridCollectionView view) { StatResult result; if (!m_statFunctionValues.TryGetValue(statFunction, out result)) { result = null; m_statFunctionValues[statFunction] = result; } return(result); }
public virtual BaseCharacter Init(int groupHandle, float agentDensity, Stat baseStat, BaseState idle, BaseState attack, BaseState move, BaseState death, BaseState chase = null) { m_animator = GetComponent <Animator>(); m_stateMethodDic.Add(ECharacterState.Idle, idle); m_stateMethodDic.Add(ECharacterState.Attack, attack); m_stateMethodDic.Add(ECharacterState.Move, move); m_stateMethodDic.Add(ECharacterState.Death, death); m_agroCollider = gameObject.AddComponent <CircleCollider2D>(); m_agroCollider.radius = 3; m_agroCollider.isTrigger = true; m_stat = new StatFunction(baseStat); m_agent = new FlockingAgent(this, groupHandle, agentDensity); CharacterMng.Instance.AddGroupMember(groupHandle, this); m_astarAgent = gameObject.AddComponent <AStarAgent>(); return(this); }
internal object GetStatFunctionValue(string propertyName) { DataGridCollectionView view = this.GetCollectionView(); Debug.Assert(view != null); if (view == null) { return(null); } StatFunction statFunction = view.StatFunctions[propertyName]; Debug.Assert(view != null); if (statFunction == null) { return(null); } return(this.GetStatFunctionResult(statFunction, view).Value); }
public UserStat UpdateStats(string id, StatFunction func, int xp = 0) { var stat = _context.UserStats.Find(id); if (func == StatFunction.Cancellation) { stat.NumOfCancelled++; } else if (func == StatFunction.Creation) { stat.NumOfBets++; } else if (func == StatFunction.Referee) { stat.NumOfReferreed++; } else if (func == StatFunction.Win) { stat.NumOfWins++; } else if (func == StatFunction.Loss) { stat.NumOfLosses++; } else if (func == StatFunction.Draw) { stat.NumOfDraws++; } else if (func == StatFunction.XP) { // xp ??? } _context.UserStats.Update(stat); _context.SaveChanges(); return(stat); }
public ItemStatGenerator(StatFunction lowStatFunction, StatFunction highStatFunction, StatType type) { LowStatFunction = lowStatFunction; HighStatFunction = highStatFunction; Type = type; }