Esempio n. 1
0
    public void UpdateStats(SpellEffectInfo effectInfo, bool isFinal)
    {
        DivineDebug.Log("Update Stats for: ");
        DivineDebug.Log("CurrentHP: " + _currentStats.hp + " FinalHP: " + effectInfo.finalCharacterStats.hp + " IsFinal: " + isFinal);

        if ((effectInfo.isMultiPart && isFinal) || !effectInfo.isMultiPart)
        {
            _currentStats = effectInfo.finalCharacterStats;

            DivineDebug.Log("moniker " + moniker +
                            " hp: " + _currentStats.hp +
                            " shield: " + _currentStats.shield +
                            " damage: " + _currentStats.damage);

            charInfo.SetBaseStats(_currentStats.hp, _currentStats.maxHp, _currentStats.damage,
                                  _currentStats.shield, _currentStats.maxShield);
        }
        else
        {
            for (int i = 0; i < effectInfo.singleStatChanges.Count; i++)
            {
                switch (effectInfo.singleStatChanges[i].charStatChangeType)
                {
                case SpellSingleStatChangeType.None:
                    break;

                case SpellSingleStatChangeType.curHPValChange:
                    _currentStats.SetHP(_currentStats.hp + effectInfo.singleStatChanges[i].intVal);
                    break;

                case SpellSingleStatChangeType.curShieldValChange:
                    _currentStats.SetShield(_currentStats.shield + effectInfo.singleStatChanges[i].intVal);
                    break;

                case SpellSingleStatChangeType.curDamageValChange:
                    _currentStats.damage += effectInfo.singleStatChanges[i].intVal;
                    break;

                case SpellSingleStatChangeType.curFlagValChange:
                    _currentStats.flags = (BattleFlags)effectInfo.singleStatChanges[i].intVal;
                    break;

                default:
                    break;
                }
            }
        }

        DivineDebug.Log("After Update CurrentHP: " + _currentStats.hp +
                        " Shield: " + _currentStats.shield + " Flag: " + _currentStats.flags.ToString());

        ShowUpdatingStatsVisual(effectInfo);

        if (_curState == CharacterState.Idle && _currentStats.hp <= 0)
        {
            SetState_Dying(false);
        }

        _previousFlag = _currentStats.flags;
    }
 public static BattleObjStats operator -(BattleObjStats a, BattleObjStats b)
 {
     BattleObjStats c = new BattleObjStats(0, a.maxHp - b.maxHp, a.damage - b.damage, 0, a.maxShield - b.maxShield);
     c.SetHP(a.hp - b.hp);
     c.SetShield(a.shield - b.shield);
     return c;
 }
Esempio n. 3
0
    public ChangeStatInfo ApplyDamage(int amount)
    {
        DivineDebug.Log("Character " + moniker + " Hp-Shield: " + _stats.hp + "  " + _stats.shield, DivineLogType.Warn);

        if (amount > 0)
        {
            DivineDebug.Log("Positive amount for damage is wrong", DivineLogType.Error);

            _lastChangeStatInfo.SetValues(0, 0);

            return(_lastChangeStatInfo);
        }

        int beforeDmgShield          = 0;
        int amountDecreaseFromHP     = 0;
        int amountDecreaseFromShield = 0;

        if (_stats.shield > 0)
        {
            beforeDmgShield = _stats.shield;
            _stats.SetShield(_stats.shield + amount); // amount is negative here

            amountDecreaseFromShield = _stats.shield > 0 ? amount : beforeDmgShield;

            amount += beforeDmgShield;
            amount  = Mathf.Min(amount, 0);
        }

        if (amount < 0) //still has damage to apply
        {
            int beforeDmghp = _stats.hp;
            _stats.SetHP(_stats.hp + amount);

            amountDecreaseFromHP = _stats.hp > 0 ? amount : beforeDmghp;
        }

        _lastChangeStatInfo.SetValues(amountDecreaseFromHP, amountDecreaseFromShield);

        if (_isActive)
        {
            relatedParty.ChangeAP(1);
        }

        if (isDead && type == Type.Troop && _isActive)
        {
            relatedParty.ChangeAP(2);
        }

        DivineDebug.Log("Character " + moniker + " Hp-Shield: " + _stats.hp + "  " + _stats.shield, DivineLogType.Warn);

        if (beforeDmgShield > 0 && shield <= 0 && type == Type.Hero)
        {
            CastSpell(2, new List <BtlCtrlCharacter> {
                relatedParty.chakra
            }, null, false);
        }

        return(_lastChangeStatInfo);
    }
 public void CopyStatsTo(BattleObjStats statsObj)
 {
     statsObj.maxHp          =   this.maxHp          ;
     statsObj.SetHP          (   this.hp         )   ;
     statsObj.damage         =   this.damage         ;
     statsObj.SetShield      (   this.shield     )   ;
     statsObj.maxShield      =   this.maxShield      ;
 }