Esempio n. 1
0
    //UPDATE CURRENT STATS
    private void UpdateStats()
    {
        EquipmentProperties hand = equipment.GetHand();

        if (hand == null)
        {
            hand = new EquipmentProperties();
        }
        EquipmentProperties head = equipment.GetHead();

        if (head == null)
        {
            head = new EquipmentProperties();
        }
        EquipmentProperties neck = equipment.GetNeck();

        if (neck == null)
        {
            neck = new EquipmentProperties();
        }

        effective_stats[(int)Stat.ATK]  = player.GetATK() + hand.ATK + head.ATK + neck.ATK;
        effective_stats[(int)Stat.DEF]  = player.GetDEF() + hand.DEF + head.DEF + neck.DEF;
        effective_stats[(int)Stat.SATK] = player.GetSATK() + hand.SATK + head.SATK + neck.SATK;
        effective_stats[(int)Stat.SDEF] = player.GetSDEF() + hand.SDEF + head.SDEF + neck.SDEF;
        effective_stats[(int)Stat.SPD]  = player.GetSPD() + hand.SPD + head.SPD + neck.SPD;
    }
Esempio n. 2
0
    // Overload for EquipmentProperties.
    // (Лол, чак сега научих, че overload-ването на методи се нарича early bind/polymorphism,
    // а използването на inheritance и virtual/override - late bind)

    public void ShowTooltip(EquipmentProperties properties, Vector3 position)
    {
        string healthBonus = string.Empty;
        string armorBonus  = string.Empty;
        string damageBonus = string.Empty;

        if (properties.healthModifier != 0)
        {
            healthBonus = "\n" + "Health Bonus: " + properties.healthModifier;
        }

        if (properties.armorModifier != 0)
        {
            armorBonus = "\n" + "Armor Bonus: " + properties.armorModifier;
        }

        if (properties.damageModifier != 0)
        {
            damageBonus = "\n" + "Damage Bonus: " + properties.damageModifier;
        }

        string title       = string.Format("<color={0}>{1}</color>", properties.GetRarityColor(), properties.name);
        string description = string.Format("<i>{0}</i>", properties.description);

        tooltip.GetComponentInChildren <Text>().text = title + "\n" + description + healthBonus + armorBonus + damageBonus;
        tooltip.transform.position = position;
        tooltip.SetActive(true);
    }
        private static EquipmentProperties SetEquipmentProperties(CharacterObject character)
        {
            EquipmentProperties properties = EquipmentProperties.NONE;

            if (HasItemType(character, ItemObject.ItemTypeEnum.Crossbow))
            {
                properties |= EquipmentProperties.HAS_CROSS_BOW;
            }

            if (HasItemType(character, ItemObject.ItemTypeEnum.Bow))
            {
                properties |= EquipmentProperties.HAS_BOW;
            }

            if (HasItemType(character, ItemObject.ItemTypeEnum.Shield))
            {
                properties |= EquipmentProperties.HAS_SHIELD;
            }

            return(properties);
        }
 public CharacterClass(CharacterClassType classType, EquipmentProperties equipmentProperties)
 {
     ClassType           = classType;
     EquipmentProperties = equipmentProperties;
 }