Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        var dieDic = DieTypes.AttackDie;

        stats     = gameObject.AddComponent <RPGDefaultStats>();
        health    = stats.GetStat <RPGVital>(RPGStatType.Health);
        willpower = stats.GetStat <RPGVital>(RPGStatType.Willpower);
        stamina   = stats.GetStat <RPGVital>(RPGStatType.Stamina);
        dex       = stats.GetStat <RPGAttribute>(RPGStatType.Dexterity);
        attackDie = stats.GetStat <RPGAttribute>(RPGStatType.DieType);
        level     = stats.GetStat <RPGAttribute>(RPGStatType.Level);
        attack    = stats.GetStat <RPGAttribute>(RPGStatType.Attack);
        will      = stats.GetStat <RPGAttribute>(RPGStatType.Will);
        defense   = stats.GetStat <RPGAttribute>(RPGStatType.Defense);
        alive     = stats.GetStat <RPGAttribute>(RPGStatType.Alive);
        speed     = stats.GetStat <RPGAttribute>(RPGStatType.Speed);
        evasion   = stats.GetStat <RPGAttribute>(RPGStatType.Evasion);

        ///Modifiy base stats
        ///
        stamina.StatCurrentValue = 0;
        health.StatBaseValue     = health.StatBaseValue;
        health.SetCurrentValueToMax();
        attackDie.StatBaseValue = DieTypes.GetAttackDie(DieTypes.DieType.D4);
        dex.StatBaseValue       = dex.StatBaseValue + 2;
        dex.UpdateLinkers();
    }
Esempio n. 2
0
    public void Respawn(Vector3 position, Quaternion identity)
    {
        this.transform.position = position;
        this.transform.rotation = identity;

        this.gameObject.SetActive(true);

        IsDead = false;

        if (_health != null)
        {
            _health.SetCurrentValueToMax();
        }

        OnRespawn();

        if (EventManager.Instance != null)
        {
            EventManager.Instance.OnEntityRespawn.Invoke(this);
        }
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        var dieDic = DieTypes.AttackDie;

        stats       = gameObject.AddComponent <RPGDefaultStats>();
        socialStats = gameObject.GetComponent <SocialStats>();
        health      = stats.GetStat <RPGVital>(RPGStatType.Health);
        willpower   = stats.GetStat <RPGVital>(RPGStatType.Willpower);
        stamina     = stats.GetStat <RPGVital>(RPGStatType.Stamina);
        dex         = stats.GetStat <RPGAttribute>(RPGStatType.Dexterity);
        attackDie   = stats.GetStat <RPGAttribute>(RPGStatType.DieType);
        level       = stats.GetStat <RPGAttribute>(RPGStatType.Level);
        attack      = stats.GetStat <RPGAttribute>(RPGStatType.Attack);
        will        = stats.GetStat <RPGAttribute>(RPGStatType.Will);
        defense     = stats.GetStat <RPGAttribute>(RPGStatType.Defense);
        alive       = stats.GetStat <RPGAttribute>(RPGStatType.Alive);
        speed       = stats.GetStat <RPGAttribute>(RPGStatType.Speed);
        evasion     = stats.GetStat <RPGAttribute>(RPGStatType.Evasion);

        if (gameObject.GetComponent <CurrentState>().inCombat)
        {
            SetPlayerStatusBars();
        }


        ///Modifiy base stats
        ///
        health.StatBaseValue += 10;
        health.SetCurrentValueToMax();
        attackDie.StatBaseValue = DieTypes.GetAttackDie(DieTypes.DieType.D4);
        dex.StatBaseValue       = dex.StatBaseValue + 1;
        dex.UpdateLinkers();
        Debug.Log("Player health is: " + health.StatBaseValue);
        Debug.Log("Extroversion: " + socialStats.GetStat(SocialStats.SocialStatType.Extroversion).StatBaseValue);

        ///Tests
        socialStats.SocialStatChange(socialStats.GetStat(SocialStats.SocialStatType.Extroversion));
        Debug.Log("Extroversion after increment: " + socialStats.GetStat(SocialStats.SocialStatType.Extroversion).StatValue);
    }