Esempio n. 1
0
 private void UpdateSkills()
 {
     if (mySkills == null) //need to check for this in case this is called while loading saved parts before default parts are loaded
     {
         mySkills = GetComponent <CombatSkills>();
     }
     attackReaction = mySkills.GetAttackReactionSkills();
 }
Esempio n. 2
0
    //copies defense skills and gives it to the body DefenseSkills is not public so we use a different struct
    public AttackReactionSkills GetAttackReactionSkills()
    {
        AttackReactionSkills a = new AttackReactionSkills();

        float blockMod = 0f;

        if (body == null)
        {
            Start();
        }
        if (!body.PartTooInjured(blockingParts))
        {
            blockMod = blockingParts[0].MyWeapon().hardnessValue;
        }

        a.block = mySkillLevels[CombatSkill.Block] + blockMod;
        a.dodge = mySkillLevels[CombatSkill.Dodge] - blockMod / 2f;
        a.parry = mySkillLevels[CombatSkill.Parry] - blockMod / 2f;
        a.will  = mySkillLevels[CombatSkill.Willpower];
        return(a);
    }