Esempio n. 1
0
    public void CountingEquipmentBonus()
    {
        int   HealthPoints         = 0;
        int   DamagePoints         = 0;
        float MovementBaseSpeed    = 0f;
        float AttackSpeed          = 0f;
        float CriticalDamageChance = 0f;

        int countItemsWithoutHotBar = CellContainer.transform.childCount + EquipmentContainer.transform.childCount;

        for (int i = CellContainer.transform.childCount; i < countItemsWithoutHotBar; i++)
        {
            HealthPoints         += items[i].HP * items[i].Rarity;
            DamagePoints         += items[i].DP * items[i].Rarity;
            MovementBaseSpeed    += items[i].MBS * items[i].Rarity;
            AttackSpeed          += items[i].AS * items[i].Rarity;
            CriticalDamageChance += items[i].CDC * items[i].Rarity;
        }

        //проверяем и считаем выбранный предмет
        string selecteditemType = GetTypeOfSelectedItem();

        if (selecteditemType == "MeleeWeapon" || selecteditemType == "ShootWapon")
        {
            HealthPoints         += items[SelectedItemIndex].HP * items[SelectedItemIndex].Rarity;
            DamagePoints         += items[SelectedItemIndex].DP * items[SelectedItemIndex].Rarity;
            MovementBaseSpeed    += items[SelectedItemIndex].MBS * items[SelectedItemIndex].Rarity;
            AttackSpeed          += items[SelectedItemIndex].AS * items[SelectedItemIndex].Rarity;
            CriticalDamageChance += items[SelectedItemIndex].CDC * items[SelectedItemIndex].Rarity;
        }

        playerProperties.CountStats(HealthPoints, DamagePoints, MovementBaseSpeed, AttackSpeed, CriticalDamageChance);
    }