public void SetHeatlh(CharacterStats_SO characterDefinition) { healthbar.maxValue = characterDefinition.maxHealth; healthbar.value = characterDefinition.currentHealth; healthbar.fillRect.GetComponentInChildren <Image>().color = Color.Lerp(low, high, healthbar.normalizedValue); }
void Start() { if (characterDefinition_Template != null) { characterDefinition = Instantiate(characterDefinition_Template); } if (!characterDefinition.setManually) { characterDefinition.maxHealth = 100; characterDefinition.currentHealth = 50; characterDefinition.maxMana = 25; characterDefinition.currentMana = 10; characterDefinition.maxWealth = 500; characterDefinition.currentWealth = 0; characterDefinition.baseDamage = 2; characterDefinition.currentDamage = characterDefinition.baseDamage; characterDefinition.baseResistance = 0; characterDefinition.currentResistance = 0; characterDefinition.maxEncumbrance = 50f; characterDefinition.currentEncumbrance = 0f; characterDefinition.charExperience = 0; characterDefinition.charLevel = 1; } }
private void Awake() { if (characterDefinition_Template != null) { characterDefinition = Instantiate(characterDefinition_Template); } }
void Awake() { //make sure it's initialized before any other class tries to manipulate its values. if (characterDefinition_Template != null) { characterDefinition = Instantiate(characterDefinition_Template); } }
void Start() { if (charStats != null) { foundStats = GameObject.FindGameObjectWithTag("Player"); charStats = foundStats.GetComponent <CharacterStats_SO>(); } }
public void Add_Skill_To_Character() { CharacterStats_SO testCharacter = ScriptableObject.CreateInstance <CharacterStats_SO>(); Skill_SO testSkill = ScriptableObject.CreateInstance <Skill_SO>(); testCharacter.SkillList.Add(testSkill); Assert.AreEqual(testCharacter.SkillList.Count, 1); }
private void Start() { LoadStats(); if (stats_Template != null) { stats = Instantiate(stats_Template); } else { Debug.Log("[Character Stats] There is no stats template attacked to " + gameObject.name); } }
public void Add_Skill_To_Character() { CharacterStats_SO testCharacter = ScriptableObject.CreateInstance <CharacterStats_SO>(); testCharacter.baseSpecialAttack = 10; testCharacter.currentSpecialAttack = 10; testCharacter.baseSpecialDefense = 15; testCharacter.currentSpecialDefense = 15; Assert.AreEqual(testCharacter.baseSpecialAttack, 10); Assert.AreEqual(testCharacter.currentSpecialAttack, 10); Assert.AreEqual(testCharacter.baseSpecialDefense, 15); Assert.AreEqual(testCharacter.currentSpecialDefense, 15); }
private void Awake() { #region Komment CharacterDefnition_Template // This has to be done in the Awake Method to make sure it is saved before any changes are made to our values. // Cause these are the values we want to start the game with! They might be overridden if we have this take place in start! // We want to make sure that our charDefinition is fully initialized before manipulating its values! // There is a problem any changes to the our characterDefinition at runtime will persist across game sessions! // We dont want that cause we want out charcterstats to act as a template or definition something that is not affected at runtime! // Was hier passiert ist sombald das game Startet wird charDerfinition = unserer charDefintion_Template gesetzt und at runtime // werden nur die Werte der characterDefinition verändert jedoch nicht die der Template die als eine art Speicher dient! #endregion if (characterDefiniton_Template != null) { charDefinition = Instantiate(characterDefiniton_Template); } }
CharacterStats_SO UpdatePlayerStats(CharacterStats_SO PlayerStatsOld) { var PlayerStatsNew = new CharacterStats_SO(); PlayerStatsNew.setManually = true; PlayerStatsNew.maxHealth = PlayerStatsOld.maxHealth; PlayerStatsNew.currentHealth = PlayerStatsOld.currentHealth; PlayerStatsNew.maxMana = PlayerStatsOld.maxMana; PlayerStatsNew.currentMana = PlayerStatsOld.currentMana; PlayerStatsNew.currentDamage = PlayerStatsOld.currentDamage; PlayerStatsNew.maxEncumbrance = PlayerStatsOld.maxEncumbrance; PlayerStatsNew.currentEncumbrance = PlayerStatsOld.currentEncumbrance; PlayerStatsNew.charExperience = PlayerStatsOld.charExperience; PlayerStatsNew.charLevel = PlayerStatsOld.charLevel; PlayerStatsNew.charLevelUps = PlayerStatsOld.charLevelUps; PlayerStatsNew.currentMagicDamage = PlayerStatsOld.currentMagicDamage; PlayerStatsNew.charRenevalPoints = PlayerStatsOld.charRenevalPoints; return(PlayerStatsNew); }
void Start() { if (null != characterDefinitionTemplate) { characterDefinition = Instantiate(characterDefinitionTemplate); } if (!characterDefinition.setManually) { characterDefinition.maxHealth = 100; characterDefinition.CurrentHealth = 50; characterDefinition.maxMana = 25; characterDefinition.currentMana = 10; characterDefinition.maxWealth = 500; characterDefinition.currentWealth = 0; characterDefinition.baseDamage = 2; characterDefinition.currentDamage = characterDefinition.baseDamage; characterDefinition.baseResistance = 0; characterDefinition.currentResistance = 0; characterDefinition.maxEncumbrance = 50f; characterDefinition.currentEncumbrance = 0f; characterDefinition.charExperience = 0; //characterDefinition.charLevel = 1; } if (defaultWeapon != null) { characterDefinition.EquipWeapon(defaultWeapon, characterWeaponSlot); } characterDefinition.Init(); InvokeRepeating("RegenHealth", 1, 1); }
public void GiveCharactersInBattleHealthbars(BattleSystem battleSystem) { //prolly switch to using characters in battle if (GameManger.gameManger.bossBattle) { GameObject boss = GameManger.gameManger.areaData.possibleEnemys[5]; Healthbar enemyHealthbar = battleSystem.EnemyCloneGameObjectsInBattle[2].GetComponent <CharacterStats>().healthbar; CharacterStats_SO enemyCharacterDefinition = boss.GetComponent <CharacterStats>().characterDefinition; enemyHealthbar.SetHeatlh(enemyCharacterDefinition); } else { for (int i = 0; i < GameManger.gameManger.EncounteredEnemyNames.Count; i++) { if (GameManger.gameManger.EncounteredEnemyNames[i] != null) { foreach (GameObject enemy in GameManger.gameManger.areaData.possibleEnemys) { if (GameManger.gameManger.EncounteredEnemyNames[i] == enemy.name) { Healthbar enemyHealthbar = battleSystem.EnemyCloneGameObjectsInBattle[i].GetComponent <CharacterStats>().healthbar; CharacterStats_SO enemyCharacterDefinition = enemy.GetComponent <CharacterStats>().characterDefinition; enemyHealthbar.SetHeatlh(enemyCharacterDefinition); break; } } } } } for (int i = 0; i < GameManger.gameManger.party.PlayerParty.Count; i++) { if (GameManger.gameManger.party.PlayerParty[i] != null) { Healthbar playerHealthbar = battleSystem.PlayerCloneGameObjectsInBattle[i].GetComponent <CharacterStats>().healthbar; CharacterStats_SO playerCharacterDefinition = GameManger.gameManger.party.PlayerParty[i].GetComponent <CharacterStats>().characterDefinition; playerHealthbar.SetHeatlh(playerCharacterDefinition); } } }
void Start() { characterStatsDuringGame = null; }