public bool SetStat(LGstatData.StatusType type, int val) { int index = (int)type; if ((val < 0)||(val > LGstatData.kMaxStatus)) { return false; } _StatValues [index] = val; return true; }
public bool SetTrait(LGstatData.TraitType type, int val) { int index = (int)type; if ((val < 0)||(val > LGstatData.kMaxTrait)) { return false; } _TraitValues[index] = val; return true; }
public bool AddStat(LGstatData.StatusType type, int val) { int index = (int)type; _StatValues [index] += val; if (_StatValues [index] < 0) { _StatValues [index] = 0; return false; } else if (_StatValues [index] > LGstatData.kMaxStatus) { _StatValues [index] = LGstatData.kMaxStatus; return false; } return true; }
public bool AddTrait(LGstatData.TraitType type, int val) { int index = (int)type; _TraitValues[index] += val; if (_TraitValues [index] < 0) { _TraitValues [index] = 0; return false; } else if (_TraitValues [index] > LGstatData.kMaxTrait) { _TraitValues [index] = LGstatData.kMaxTrait; return false; } return true; }
// Constructor public LGskill(uint skillID, string newName, int effortCost, LGskillData.EffectType effect, LGstatData.TraitType sourceT, LGstatData.TraitType targetT, LGskillData.TargetType target, LGskillData.TeamType team) { // For now generate skillID in order, in future skillID should // be powered by config files if (LGskillData.Skills.ContainsKey (skillID)) { Debug.LogError ("SkillID already used, use unique skillIDs"); return; } _skillID = skillID; _name = newName; _effect = effect; _target = target; _team = team; _effortCost = effortCost; _sourceTrait = sourceT; _targetTrait = targetT; LGskillData.Skills.Add (_skillID,this); }
public int GetStat(LGstatData.StatusType type) { int index = (int)type; return _StatValues[index]; }
public int GetTrait(LGstatData.TraitType type) { int index = (int)type; // Modify by Buffs here, return post buff value return _TraitValues[index]; }