////----------States-------- //public IEnumerator OnPoison(int hurtTime) //{ // int amount = 0; // GameObject eff = new GameObject(); // Destroy(eff.gameObject); // if (!poison) // { // //int chance = 100; // //chance -= statusResist.poisonResist; // //if (chance > 0) // //{ // // int per = Random.Range(0, 100); // // if (per <= chance) // // { // poison = true; // amount = (int)(maxHealth * 0.02f); // Hurt 2% of Max HP // //} // //} // //-------------------- // while (poison && hurtTime > 0) // { // if (poisonEffect) // { //Show Poison Effect // eff = Instantiate(poisonEffect, transform.position, poisonEffect.transform.rotation) as GameObject; // eff.transform.parent = transform; // } // yield return new WaitForSeconds(0.7f); // Reduce HP Every 0.7f Seconds //ReceivDamage(amount, popupColorBasic); // if (eff) // { //Destroy Effect if it still on a map // Destroy(eff.gameObject); // } // hurtTime--; // if (hurtTime <= 0) // { // poison = false; // } // } // } //} // be Delete //public IEnumerator OnSilence(float dur) //{ // GameObject eff = new GameObject(); // Destroy(eff.gameObject); // if (!silence) // { // int chance = 100; // chance -= statusResist.silenceResist; // if (chance > 0) // { // int per = Random.Range(0, 100); // if (per <= chance) // { // silence = true; // if (silenceEffect) // { // eff = Instantiate(silenceEffect, transform.position, transform.rotation) as GameObject; // eff.transform.parent = transform; // } // yield return new WaitForSeconds(dur); // if (eff) // { //Destroy Effect if it still on a map // Destroy(eff.gameObject); // } // silence = false; // } // } // } //} //public IEnumerator OnWebbedUp(float dur) //{ // GameObject eff = new GameObject(); // Destroy(eff.gameObject); // if (!web) // { // int chance = 100; // chance -= statusResist.webResist; // if (chance > 0) // { // int per = Random.Range(0, 100); // if (per <= chance) // { // web = true; // freeze = true; // Freeze Character On (Character cannot do anything) // if (webbedUpEffect) // { // eff = Instantiate(webbedUpEffect, transform.position, transform.rotation) as GameObject; // eff.transform.parent = transform; // } // if (webbedUpAnimation) // {// If you Assign the Animation then play it // if (useMecanim) // { // GetComponent<PlayerMecanimAnimationC>().PlayAnim(webbedUpAnimation.name); // } // else // { // mainModel.GetComponent<Animation>()[webbedUpAnimation.name].layer = 25; // mainModel.GetComponent<Animation>().Play(webbedUpAnimation.name); // } // } // yield return new WaitForSeconds(dur); // if (eff) // { //Destroy Effect if it still on a map // Destroy(eff.gameObject); // } // if (webbedUpAnimation && !useMecanim) // {// If you Assign the Animation then stop playing // mainModel.GetComponent<Animation>().Stop(webbedUpAnimation.name); // } // freeze = false; // Freeze Character Off // web = false; // } // } // } //} //public IEnumerator OnStun(float dur) //{ // GameObject eff = new GameObject(); // Destroy(eff.gameObject); // if (!stun) // { // int chance = 100; // chance -= statusResist.stunResist; // if (chance > 0) // { // int per = Random.Range(0, 100); // if (per <= chance) // { // stun = true; // freeze = true; // Freeze Character On (Character cannot do anything) // if (stunEffect) // { // eff = Instantiate(stunEffect, transform.position, stunEffect.transform.rotation) as GameObject; // eff.transform.parent = transform; // } // if (stunAnimation) // {// If you Assign the Animation then play it // if (useMecanim) // { // GetComponent<PlayerMecanimAnimationC>().PlayAnim(stunAnimation.name); // } // else // { // mainModel.GetComponent<Animation>()[stunAnimation.name].layer = 25; // mainModel.GetComponent<Animation>().Play(stunAnimation.name); // } // } // yield return new WaitForSeconds(dur); // if (eff) // { //Destroy Effect if it still on a map // Destroy(eff.gameObject); // } // if (stunAnimation && !useMecanim) // {// If you Assign the Animation then stop playing // mainModel.GetComponent<Animation>().Stop(stunAnimation.name); // } // freeze = false; // Freeze Character Off // stun = false; // } // } // } //} //public IEnumerator OnBarrier(float dur) //{ // //Increase Defense // if (!buffBarrier) // { // buffBarrier = true; // buffBarrPercent = 1.0F - energy / 37000.0F; // if (buffBarrPercent > 0.2F) // buffBarrPercent = 0.2F; // //CalculateStatus(); // yield return new WaitForSeconds(dur); // buffBarrPercent = 1.0F; // buffBarrier = false; // //CalculateStatus(); // } //} //public IEnumerator OnHealthBuff(float dur) //{ // //Increase Magic Defense // if (!buffHealth) // { // buffHealth = true; // buffHealthPercent = 1.25F; // CalculateStats(); // yield return new WaitForSeconds(dur); // buffHealthPercent = 1.0F; // buffHealth = false; // CalculateStats(); // } //} //public IEnumerator OnDmgBuff(float dur) //{ // //Increase Attack // if (!buffDmg) // { // buffDmg = true; // buffDmgPercent = 1.0F + energy / 37000.0F; // CalculateStats(); // yield return new WaitForSeconds(dur); // buffDmgPercent = 1.0F; // buffDmg = false; // CalculateStats(); // } //} //public IEnumerator OnFaith(int amount, float dur) //{ // //Increase Magic Attack // if (!faith) // { // faith = true; // buffMatk = 0; // buffMatk += amount; // CalculateStatus(); // yield return new WaitForSeconds(dur); // buffMatk = 0; // faith = false; // CalculateStatus(); // } //} //public void ApplyBuff(int statId, float dur, int amount) //{ // if (statId == 1) // { // //Increase Defense // StartCoroutine(OnBarrier(dur)); // } // if (statId == 2) // { // //Increase Max Health // StartCoroutine(OnHealthBuff(dur)); // } // if (statId == 3) // { // //Increase Attack // StartCoroutine(OnDmgBuff(dur)); // } //} public void LoadDataPlayer(StatusPlayerData statusData) { personalName = statusData.personalName; locationName = statusData.locationName; level = statusData.level; strenght = statusData.strenght; agility = statusData.agility; vitality = statusData.vitality; energy = statusData.energy; statPoints = statusData.statPoints; currExp = statusData.currExp; requiredExpForLvl = statusData.currExpToLevelUp; }
public StatusPlayerData GetDataPlayer() { StatusPlayerData result = new StatusPlayerData() { personalName = personalName, locationName = locationName, level = level, strenght = strenght, agility = agility, vitality = vitality, energy = energy, statPoints = statPoints, currExp = currExp, currExpToLevelUp = requiredExpForLvl }; return(result); }