/* ======================================== *\ * FUNCTIONS * \* ======================================== */ public CharacterStatController(CharacterData data) { characterData = data; characterBonusStat = new CharacterStat(); characterPercentageBonusStat = new CharacterStat(1); currentHP = Mathf.RoundToInt((characterData.CharacterStat.Hp + characterBonusStat.Hp) * characterPercentageBonusStat.Hp); }
public CharacterStat(CharacterStat characterStat) { HpMax = characterStat.HpMax; MotionSpeed = characterStat.MotionSpeed; Attack = characterStat.Attack; Defense = characterStat.Defense; AimSpeed = characterStat.AimSpeed; AimAcceleration = characterStat.AimAcceleration; MinAimDistance = characterStat.MinAimDistance; MaxAimDistance = characterStat.MaxAimDistance; MaxMagazine = characterStat.MaxMagazine; KnockbackTime = characterStat.KnockbackTime; Speed = characterStat.Speed; Jump = characterStat.Jump; Gravity = characterStat.Gravity; GravityMax = characterStat.GravityMax; Mass = characterStat.Mass; Damage = characterStat.Damage; KnockbackDamage = characterStat.KnockbackDamage; LaunchDamage = characterStat.LaunchDamage; StunDamage = characterStat.StunDamage; Accuracy = characterStat.Accuracy; DamageVariance = characterStat.DamageVariance; KnockbackDamageVariance = characterStat.KnockbackDamageVariance; LaunchDamageVariance = characterStat.LaunchDamageVariance; StunDamageVariance = characterStat.StunDamageVariance; AccuracyVariance = characterStat.AccuracyVariance; }
public CharacterStat(CharacterStat characterStat) { Hp = characterStat.Hp; HpMax = characterStat.HpMax; AttackMultiplier = characterStat.AttackMultiplier; DefenseMultiplier = characterStat.DefenseMultiplier; MotionSpeed = characterStat.MotionSpeed; Speed = characterStat.Speed; JumpImpulsion = characterStat.JumpImpulsion; Gravity = characterStat.Gravity; GravityMax = characterStat.GravityMax; Mass = characterStat.Mass; KnockbackTime = characterStat.KnockbackTime; KnockdownResistance = characterStat.KnockdownResistance; WakeUpRecovery = characterStat.WakeUpRecovery; }
public void Add(CharacterStat characterStat, float multiplier = 1) { HpMax += characterStat.HpMax * multiplier; MotionSpeed += characterStat.MotionSpeed * multiplier; Attack += characterStat.Attack * multiplier; Defense += characterStat.Defense * multiplier; AimSpeed += characterStat.AimSpeed * multiplier; AimAcceleration += characterStat.AimAcceleration * multiplier; MinAimDistance += characterStat.MinAimDistance * multiplier; MaxAimDistance += characterStat.MaxAimDistance * multiplier; MaxMagazine += characterStat.MaxMagazine * multiplier; Speed += characterStat.Speed * multiplier; Jump += characterStat.Jump * multiplier; Gravity += characterStat.Gravity * multiplier; GravityMax += characterStat.GravityMax * multiplier; Mass += characterStat.Mass * multiplier; Damage += characterStat.Damage * multiplier; KnockbackDamage += characterStat.KnockbackDamage * multiplier; LaunchDamage += characterStat.LaunchDamage * multiplier; StunDamage += characterStat.StunDamage * multiplier; Accuracy += characterStat.Accuracy * multiplier; DamageVariance += characterStat.DamageVariance * multiplier; KnockbackDamageVariance += characterStat.KnockbackDamageVariance * multiplier; LaunchDamageVariance += characterStat.LaunchDamageVariance * multiplier; StunDamageVariance += characterStat.StunDamageVariance * multiplier; AccuracyVariance += characterStat.AccuracyVariance * multiplier; KnockbackTime += characterStat.KnockbackTime * multiplier; }
public void CreateStatController() { characterBonusStat = new CharacterStat(); characterPercentageBonusStat = new CharacterStat(1); currentHP = Mathf.RoundToInt((characterData.CharacterStat.Hp + characterBonusStat.Hp) * characterPercentageBonusStat.Hp); }
public void Remove(CharacterStat characterStat) { Add(characterStat, -1); }