public override void OnInspectorGUI() { // Create a character reference CharacterAttributes character = (CharacterAttributes)target; // Popup selection to choose what class // Added the assignment to fix the error character.classType = (CharacterAttributes.ClassType)EditorGUILayout.EnumPopup("Class", character.classType, EditorStyles.popup); // Int field to set the value of experience character.experience = EditorGUILayout.IntField("Experience", character.experience); // Label field to show what the level is based on the amount of exp EditorGUILayout.LabelField("Level", character.level.ToString()); // Attribute label EditorGUILayout.PrefixLabel("Attributes:"); EditorGUI.indentLevel++; // Sliders to adjust the values for endurance, speed, and knowledge character.endurance = EditorGUILayout.IntSlider(new GUIContent("Endurance"), character.endurance, attributeMin, attributeMax); EditorGUILayout.LabelField("HP", character.maxHP.ToString()); character.knowledge = EditorGUILayout.IntSlider(new GUIContent("Knowledge"), character.knowledge, attributeMin, attributeMax); EditorGUILayout.LabelField("MP", character.maxMP.ToString()); character.speed = EditorGUILayout.IntSlider(new GUIContent("Speed"), character.speed, attributeMin, attributeMax); EditorGUILayout.LabelField("Evasion", character.maxEvasion.ToString()); EditorGUI.indentLevel--; }
private void Awake() { idleState = new IdleState(this); moveState = new MoveState(this); attackState = new AttackState(this); castState = new CastState(this); fleeState = new FleeState(this); defendState = new DefendState(this); anim = GetComponent <Animator>(); walkSpeed = 1.0f; navMeshAgent = GetComponent <NavMeshAgent>(); navSpeedDefault = navMeshAgent.speed; eyes = transform.FindChild("Eyes"); sightCollider = GetComponent <SphereCollider>(); tm = GameObject.FindWithTag("TeamManager").GetComponent <TeamManager>(); ah = GameObject.FindWithTag("AbilityHelper").GetComponent <AbilityHelper>(); //this is a mess. These are "shared" variables between co-op ai and player script player = GetComponent <Player>(); animController = player.animController; abilities = player.abilities; attributes = player.attributes; watchedEnemies = player.watchedEnemies; visibleEnemies = player.visibleEnemies; }
// =============================| GETTING STATISTICS |======================================== // public float GetKillPercent(CharacterAttributes Attribute) { float SwitchKilled = GetKillPercent_Switch(Attribute); float StayKilled = GetKillPercent_Stay(Attribute); return((SwitchKilled + StayKilled) / 2); }
//Constructor with inputs, att for attribute, value for strength, durat for duration, period for period, eff for effects, reverse for reverseOnRemove public PeriodicTemporaryEffect(string name, CharacterAttributes att, int value, int durat, int period, ImmediateEffect[] eff, bool reverse, bool isDmg = true, bool affectedByArmor = true, int num = 0, int sides = 0) : base(name, att, value, CharacterAttributes.Zero, durat, 0f, isDmg, affectedByArmor, num, sides) { this.period = period; effects = eff; reverseOnRemove = reverse; }
protected virtual IEnumerator WaitSkillCooltime() { UIManager.Instance.UsePlayerSkill(this); if (attributes == null) { attributes = GameManager.instance.player.GetComponent <CharacterAttributes>(); } if (attributes.SearchPerk(2007) != null) { attributes.AddBuff("Switch ON", attributes.gameObject); } while (true) { yield return(new WaitForSeconds(0.1f)); cooltimeCheck += 0.1f; if (cooltimeCheck >= cooltime) { enable = true; break; } } cooltimeCheck = 0f; yield return(null); }
// Update is called once per frame void Update() { GameObject enemy = FindClosestEnemy(); CharacterAttributes myAttributes = this.GetComponent <CharacterAttributes>(); if (Vector2.Distance(enemy.transform.position, transform.position) > myAttributes.attackDist) { transform.position = Vector3.MoveTowards(transform.position, enemy.transform.position, movementSpeed); print(enemy.transform.position); } else { if (Time.time > nextDamgeEvent) { CharacterAttributes enemyHealth = enemy.GetComponent <CharacterAttributes>(); enemyHealth.Health -= myAttributes.attackDam; nextDamgeEvent = Time.time + myAttributes.attackDelay; if (enemyHealth.Health < 0) { Destroy(enemy); } } } }
public SerializedPlayer[] currentState() { SerializedPlayer[] players = new SerializedPlayer[playerList.Count]; for (int i = 0; i < playerList.Count; i++) { CharacterAttributes current = playerList[i].attributes; SerializedPlayer player = new SerializedPlayer(); player.level = current.Level; player.experience = current.Experience; player.strength = current.Strength; player.intelligence = current.Intelligence; player.stamina = current.Stamina; player.isInControl = playerList[i].Equals(activePlayer); player.id = playerList[i].id; player.statPoints = current.StatPoints; players[i] = player; player.health = playerList[i].resources.currentHealth; player.energy = playerList[i].resources.currentEnergy; int[] abilities = new int[4]; for (int j = 0; j < playerList[i].abilities.abilityArray.Length; j++) { IAbility ability = playerList[i].abilities.abilityArray[j]; abilities[j] = ability.id; } player.abilities = abilities; player.basic = playerList[i].abilities.Basic.id; } return(players); }
public void MinusNullTest() { CharacterAttributes testData = null; Action minus = () => { var e = -testData; }; minus.ShouldThrow <NullReferenceException>(); }
// Use this for initialization void Awake() { localEventManager = new LocalEventManager(); physicsManager = transform.Find("DownCollider").GetComponent <PhysicsManager>(); physicsManager.character = gameObject; characterAttributes = GetComponent <CharacterAttributes>(); inputManager = GetComponent <InputManager>(); inputManager.localEventManager = localEventManager; if (Type != CharacterType.Player) { transform.Find("UpBody").GetComponent <AudioListener>().enabled = false; inputManager.enabled = false; } switch (Type) { case CharacterType.Player: character = new Player(gameObject); GameManager.Player = transform.Find("DownCollider").gameObject; break; case CharacterType.Enemy: character = new Enemy(gameObject); break; } }
public CharacterBase(GameObject This) { characterObj = This; UpBody = This.transform.Find("UpBody").gameObject; DownCollider = This.transform.Find("DownCollider").gameObject; UpperAnim = This.transform.Find("UpBody/Upper").GetComponent <Animation>(); FeetAnim = This.transform.Find("UpBody/Upper/Feet").GetComponent <Animation>(); HeadSprite = This.transform.Find("UpBody/Upper/Head").GetComponent <SpriteRenderer>(); BodySprite = This.transform.Find("UpBody/Upper/Body").GetComponent <SpriteRenderer>(); characterAttributes = This.GetComponent <CharacterAttributes>(); localEventManager = This.GetComponent <CharacterManager>().localEventManager; equipmentStatus = new EquipmentStatus("EmptyHand", "Small") { Range = new Vector2(1, 1) }; characterStatus = new InAir(this, "Normal"); characterStatus.Enter(); EventManager.eventManager.DamageCheckEvent += DamageCheck; localEventManager.ChangeToAirEvent += ChangeToAir; localEventManager.ChangeToGroundEvent += ChangeToGround; localEventManager.JumpEvent += Jump; localEventManager.MoveEvent += Move; localEventManager.AttackEvent += Attack; localEventManager.JumpLeftwardEvent += JumpLeftward; localEventManager.JumpRightwardEvent += JumpRightward; localEventManager.DodgeLeftwardEvent += DodgeLeftward; localEventManager.DodgeRightwardEvent += DodgeRightward; localEventManager.ThrowLeftwardEvent += ThrowLeftward; localEventManager.ThrowRightwardEvent += ThrowRightward; localEventManager.SpecialLeftwardEvent += SpecialLeftward; localEventManager.SpecialRightwardEvent += SpecialRightward; }
public void LoadSavedState(SerializedPlayer[] state) { for (int i = 0; i < playerList.Count; i++) { SerializedPlayer playerState = state[i]; Player currentPlayer = getPlayerFromId(playerState.id); CharacterAttributes current = currentPlayer.attributes; current.Level = playerState.level; current.Experience = playerState.experience; current.StatPoints = playerState.statPoints; current.Strength = playerState.strength; current.Intelligence = playerState.intelligence; current.Stamina = playerState.stamina; currentPlayer.abilities.UpdateUnlockedAbilities(current); currentPlayer.resources.currentHealth = playerState.health; currentPlayer.resources.currentEnergy = playerState.energy; for (int j = 0; j < playerState.abilities.Length; j++) { currentPlayer.abilities.SetNewAbility(playerState.abilities[j], j); } currentPlayer.abilities.SetBasic(playerState.basic); if (playerState.isInControl) { activePlayer = currentPlayer; currentPlayer.strategy.isplayerControlled = true; playerResources = activePlayer.GetComponent <PlayerResources>(); // cameraScript = Camera.main.GetComponent<OffsetCamera>(); cameraScript.activePlayerCharacter = activePlayer.gameObject; } } }
public CharacterBase(GameObject This) { characterObj = This; UpBody = This.transform.Find("UpBody").gameObject; DownCollider = This.transform.Find("DownCollider").gameObject; UpperAnim = This.transform.Find("UpBody/Upper").GetComponent<Animation>(); FeetAnim = This.transform.Find("UpBody/Upper/Feet").GetComponent<Animation>(); HeadSprite = This.transform.Find("UpBody/Upper/Head").GetComponent<SpriteRenderer>(); BodySprite = This.transform.Find("UpBody/Upper/Body").GetComponent<SpriteRenderer>(); characterAttributes = This.GetComponent<CharacterAttributes>(); localEventManager = This.GetComponent<CharacterManager>().localEventManager; equipmentStatus = new EquipmentStatus("EmptyHand","Small"){Range=new Vector2(1,1)}; characterStatus = new InAir(this,"Normal"); characterStatus.Enter(); EventManager.eventManager.DamageCheckEvent+=DamageCheck; localEventManager.ChangeToAirEvent+=ChangeToAir; localEventManager.ChangeToGroundEvent+=ChangeToGround; localEventManager.JumpEvent += Jump; localEventManager.MoveEvent += Move; localEventManager.AttackEvent += Attack; localEventManager.JumpLeftwardEvent += JumpLeftward; localEventManager.JumpRightwardEvent += JumpRightward; localEventManager.DodgeLeftwardEvent += DodgeLeftward; localEventManager.DodgeRightwardEvent += DodgeRightward; localEventManager.ThrowLeftwardEvent += ThrowLeftward; localEventManager.ThrowRightwardEvent += ThrowRightward; localEventManager.SpecialLeftwardEvent += SpecialLeftward; localEventManager.SpecialRightwardEvent += SpecialRightward; }
// SHIELD BOOSTER // public void ShieldBoosterRoutine(CharacterAttributes attributes, GameObject target, float length, Object booster) { AOETargetController aoeController = target.GetComponent <AOETargetController>(); GameObject[] affectedPlayersCopy = new GameObject[aoeController.affectedPlayers.Count]; aoeController.affectedPlayers.CopyTo(affectedPlayersCopy); StartCoroutine(ShieldBoosterEffect(affectedPlayersCopy, length, booster)); Destroy(target); }
public void MinusTest() { var testdata = new CharacterAttributes { AttackPoints = 5, DefendPoints = 3 }; (-testdata).AttackPoints.Should().Be(-5); (-testdata).DefendPoints.Should().Be(-3); }
public HeroAdminAttributeItemVM(CharacterAttributesEnum attributesEnum, int value, Action <CharacterAttributesEnum, int> onAttributeChange) { this._attributesEnum = attributesEnum; this._attributeValue = value; this._onAttributeChange = onAttributeChange; CharacterAttribute characterAttribute = CharacterAttributes.GetCharacterAttribute(attributesEnum); this._nameText = characterAttribute.Abbreviation.ToString(); }
// Konstruktor som tilskriver intans variablene samt køre methoden RunInvList public AddToInventoryForm(List <Item> MyList, CharacterAttributes Attri, EquippedItems EQ) { myInventoryList = MyList; myAttributes = Attri; myEquippedItems = EQ; InitializeComponent(); this.BackColor = ColorTranslator.FromHtml("#D2D6D7"); RunInvList(); }
//increases an attribute att by str public void ChangeAttribute(CharacterAttributes att, int str) { attributes[(int)att] += str; //Debug.Log(charName + " " + (attributes[(int)att] - str) + " -> " + attributes[(int)att]); if (attributes[(int)CharacterAttributes.Health] <= 0) { Debug.Log(charName + " has been slain"); } }
private void SetCharacter(CharacterAttributes character) { characterArt.sprite = character.menuArt; characterName.text = character.menuName; characterSpeed.text = "Speed: " + character.speedUI + "/5"; characterWealth.text = "Wealth: " + character.moneyUI + "/5"; characterSpecial.text = "Special: " + character.specialUI; }
void Awake() { tm = GameObject.FindWithTag("TeamManager").GetComponent <TeamManager>(); animController = GetComponent <PlayerAnimationController>(); currentHealth = maxHealth; currentEnergy = maxEnergy; InvokeRepeating("RegenerateEnergy", 1.0f, energyRegenRateInSeconds); attributes = GetComponent <CharacterAttributes>(); deadCollider = transform.FindChild("DeadHitBox").GetComponent <BoxCollider>(); }
public void SetCharacter(GameObject obj) { CharacterController cc = obj.GetComponent <CharacterController>(); cc_slopeLimit = cc.slopeLimit; cc_stepOffset = cc.stepOffset; cc_skinWidth = cc.skinWidth; cc_minMoveDistance = cc.minMoveDistance; cc_center = cc.center; cc_radius = cc.radius; cc_height = cc.height; Player_Movement player = obj.GetComponent <Player_Movement>(); p_smooth = player.smooth; //p_isDead = player.isDead; p_onGravityField = player.onGravityField; //p_isSwap = player.isSwap; p_rollDistance = player.rollDistance; p_rollReduction = player.rollReduction; p_jumpPower = player.JumpPower; p_swapDelay = player.SwapDelay; p_walkSpeed = player.walkSpeed; p_jogSpeed = player.jogSpeed; p_runSpeed = player.runSpeed; p_meleeDistance = player.MeleeDistance; p_rotateTurnSpeed = player.RotateturnSpeed; Player_IK handIK = obj.GetComponent <Player_IK>(); ik_smoothDamp = handIK.smoothDamp; CharacterAttributes attribute = obj.GetComponent <CharacterAttributes>(); c_name = attribute.name; c_maxHealth = attribute.maxHealth; c_health = attribute.health; c_maxShield = attribute.maxShield; c_shield = attribute.shield; c_shieldRecoverValue = attribute.shieldRecoverValue; c_shieldRecoverStart = attribute.shieldRecoverStartTime; c_shieldRecoverInterval = attribute.shieldRecoverIntervalTime; c_faceSprite = attribute.faceSprite.name; WeaponManager weapon = obj.GetComponent <WeaponManager>(); w_mainWeapon = weapon.m_MainWeapon; w_subWeapon = weapon.m_SubWeapon; w_specialWeapon = new string[weapon.m_SpecialWeapon.Count]; for (int i = 0; i < weapon.m_SpecialWeapon.Count; i++) { w_specialWeapon[i] = weapon.m_SpecialWeapon[i]; } }
public Character(CharacterMovement characterMovement, CharacterHighlight characterHighlight, GameObject characterActor, CharacterAttributes characterAttributes, CharacterEnum type, int team) { CharacterActor = characterActor; CharacterHighlight = characterHighlight; CharacterMovement = characterMovement; CharacterAttributes = characterAttributes; CharacterMovement.IsSelected = () => CharacterHighlight.State == CharacterHighlightEnum.Selected; CharacterMovement.attributes = CharacterAttributes; Type = type; Team = team; }
public CharacterInfo() { _Meta = new CharacterMeta(); _Meta._PrefabName = "Prefab Name"; _Meta._SoulScore = 0; _Attributes = new CharacterAttributes(); _Attributes._Speed = 0.5f; _Attributes._Work = 0.5f; _Attributes._Health = 0.5f; _Attributes._Fertility = 0.5f; }
//Constructor with inputs, att for attribute and value for strength public ImmediateEffect(string name, CharacterAttributes att, int basePower, CharacterAttributes powBonus, float powBonusMultiplier = 0.5f, bool isDmg = true, bool affectedByArmor = true, int num = 1, int sides = 10) { this.name = name; attribute = att; power = basePower; powerBonus = powBonus; powerBonusMultiplier = powBonusMultiplier; numDice = num; diceSides = sides; isDamage = isDmg; isAffectedByArmor = affectedByArmor; }
public void UpdateUnlockedAbilities(CharacterAttributes attributes) { for (int i = potentialAbilities.Count - 1; i >= 0; i--) { IAbility potential = potentialAbilities[i]; if (attributes.Strength >= potential.StrengthRequired && attributes.Stamina >= potential.StaminaRequired && attributes.Intelligence >= potential.IntelligenceRequired) { potentialAbilities.Remove(potential); unlockedAbilities.Add(potential); } } }
static void Postfix(SkillVM __instance, ref int ____fullLearningRateLevel, CharacterVM ____developerVM) { int attr = ____developerVM.GetCurrentAttributePoint(__instance.Skill.CharacterAttributesEnum); ____fullLearningRateLevel = (int)(__instance.Level + __instance.CurrentFocusLevel * Reworked_SkillsSubModule.__FOCUS_VALUE + attr * Reworked_SkillsSubModule.__ATTR_VALUE); TextObject attrname = CharacterAttributes.GetCharacterAttribute(__instance.Skill.CharacterAttributeEnum).Name; __instance.LearningRateTooltip = new BasicTooltipViewModel(() => GetLearningRateTooltip(attr, __instance.CurrentFocusLevel, __instance.Level, ____developerVM.Hero.CharacterObject.Level, attrname)); __instance.LearningLimitTooltip = new BasicTooltipViewModel(() => { Patch4.SKILLLEVEL = __instance.Level; return(GetLearningLimitTooltip(attr, __instance.CurrentFocusLevel, attrname)); }); }
//Constructor for a Single Effect Ability public Ability(string name, ImmediateEffect eff, CharacterAttributes atk, CharacterAttributes tar, int range, int num = 2, int sides = 10, int baseDif = 11, bool lineOfSight = true, bool affectedByCover = true) { this.name = name; effects.Add(eff); attackAttribute = atk; targetAttribute = tar; numDice = num; diceSides = sides; baseDifficulty = baseDif; this.range = range; requiresLineOfSight = lineOfSight; this.affectedByCover = affectedByCover; }
// BIO GRENADE // public void BioGrenadeRoutine(CharacterAttributes attributes, GameObject origin, GameObject target, float baseHeal, float healRate, float healLength, float timeToCast, Object bubble) { Vector3 bubbleOrigin = new Vector3(target.transform.position.x, target.transform.position.y, target.transform.position.z); GameObject shield = Instantiate(bubble, bubbleOrigin, Quaternion.identity) as GameObject; HealBubbleScript hb = shield.GetComponent <HealBubbleScript>(); hb.healHP = baseHeal; hb.healRate = healRate; hb.healLength = healLength; hb.target = target; Destroy(shield, healLength); Destroy(target, healLength); }
// GRENADE THROW // public void GrenadeThrowRoutine(CharacterAttributes attributes, GameObject origin, GameObject target, float damage, Object explosion, float timeToCast, Object grenade) { Vector3 nadeOrigin = new Vector3(origin.transform.position.x, origin.transform.position.y + 0.8f, origin.transform.position.z + 0.1f); GameObject nade = Instantiate(grenade, nadeOrigin, Quaternion.identity) as GameObject; nade.transform.LookAt(target.transform); nade.GetComponent <Rigidbody>().velocity = new Vector3(0.0f, 4.9f, 0.0f); nade.GetComponent <Rigidbody>().angularVelocity = new Vector3(8.0f, 2.0f, 7.0f); StartCoroutine(MoveObject(nade.transform, target.transform, 0.95f)); Destroy(nade, 1.0f); StartCoroutine(Explode(attributes, origin, target, damage, explosion, timeToCast)); }
// Use this for initialization void Awake() { attributes = GetComponent <CharacterAttributes>(); abilities = GetComponent <PlayerAbilities>(); resources = GetComponent <PlayerResources>(); strategy = GetComponent <Strategy>(); animController = GetComponent <PlayerAnimationController>(); watchedEnemies = new HashSet <GameObject>(); visibleEnemies = new HashSet <GameObject>(); gunbarrel = transform.FindDeepChild("ShootFX"); }
private void DoSpeech() { attributes = speechData[index].source.GetComponent <CharacterAttributes>(); Vector2 sourcePosition = attributes.getCharacterPosition(); Vector2 bubblePosition = new Vector2(sourcePosition.x, sourcePosition.y + attributes.getBubbleSpeechHeight()); Vector2 bubblePositionToScreen = Camera.main.WorldToScreenPoint(bubblePosition); SpeechBox.instance.ChangeText(speechData[index].text, bubblePosition); SetDirection(facingDirection.Null); index++; }
public void FillHeroData(HeroAdminCharacter hero) { this._hero = hero; this.CurrentFocusLevel = hero.GetFocusValue(this.Skill); int boundAttributeCurrentValue = hero.GetAttributeValue(this.Skill.CharacterAttributeEnum); TextObject boundAttributeName = CharacterAttributes.GetCharacterAttribute(this.Skill.CharacterAttributeEnum).Name; float num = Campaign.Current.Models.CharacterDevelopmentModel.CalculateLearningRate(boundAttributeCurrentValue, this.CurrentFocusLevel, this.Level, this._hero.Level, boundAttributeName, false).ResultNumber; this.LearningRate = num; this.CanLearnSkill = (num > 0f); this.FullLearningRateLevel = MBMath.Round(Campaign.Current.Models.CharacterDevelopmentModel.CalculateLearningLimit(boundAttributeCurrentValue, this.CurrentFocusLevel, boundAttributeName, false).ResultNumber); this.Level = hero.GetSkillValue(this._skillObject); RefreshPerks(); }
// Use this for initialization void Awake() { localEventManager = new LocalEventManager(); physicsManager = transform.Find("DownCollider").GetComponent<PhysicsManager>(); physicsManager.character = gameObject; characterAttributes = GetComponent<CharacterAttributes>(); inputManager = GetComponent<InputManager>(); inputManager.localEventManager = localEventManager; if(Type!=CharacterType.Player) { transform.Find("UpBody").GetComponent<AudioListener>().enabled = false; inputManager.enabled=false; } switch (Type) { case CharacterType.Player: character=new Player(gameObject); GameManager.Player=transform.Find("DownCollider").gameObject; break; case CharacterType.Enemy: character=new Enemy(gameObject); break; } }
public int GetAttributeModifier(CharacterAttributes _attribute) { return (GetAttribute(_attribute) - 10) / 2; }
/// <summary> /// Copies a number of character attributes to consecutive cells of a console screen buffer, beginning at a /// specified location. /// </summary> /// <param name="hConsoleOutput"> /// [in] A handle to the console screen buffer. The handle must have the <see cref="ConsoleAccess.GENERIC_WRITE"/> /// access right. /// </param> /// <param name="lpAttribute"> /// [in] The attributes to be used when writing to the console screen buffer. /// </param> /// <param name="nLength"> /// [in] The number of screen buffer character cells to which the attributes will be copied. /// </param> /// <param name="dwWriteCoord"> /// [in] A <see cref="Coord"/> structure that specifies the character coordinates of the first cell in the /// console screen buffer to which the attributes will be written. /// </param> /// <returns>The number of attributes actually written to the console screen buffer.</returns> public static uint WriteConsoleOutputAttribute( SafeConsoleHandle hConsoleOutput, CharacterAttributes[] lpAttribute, uint nLength, Coord dwWriteCoord) { uint lpNumberOfAttrsWritten; WinError.ThrowLastWin32ErrorIfFailed( WriteConsoleOutputAttribute(hConsoleOutput, lpAttribute, nLength, dwWriteCoord, out lpNumberOfAttrsWritten)); return lpNumberOfAttrsWritten; }
public static extern bool WriteConsoleOutputAttribute( SafeConsoleHandle hConsoleOutput, CharacterAttributes[] lpAttribute, uint nLength, Coord dwWriteCoord, out uint lpNumberOfAttrsWritten);
public static extern bool SetConsoleTextAttribute( SafeConsoleHandle hConsoleOutput, CharacterAttributes wAttributes);
public void AddingTest(CharacterAttributes c1, CharacterAttributes c2, int expectedAttacPoints, int expectedDefensePoints) { (c1 + c2).AttackPoints.Should().Be(expectedAttacPoints); (c1 + c2).DefendPoints.Should().Be(expectedDefensePoints); }
public void AddingNullTest(CharacterAttributes c1, CharacterAttributes c2) { Action adding = () => {var e = c1 + c2; }; adding.ShouldThrow<NullReferenceException>(); }
public static string SetCharacterAttribute(CharacterAttributes attributes) { var pa = (byte)(attributes | CharacterAttributes.NoOp); return Encoding.ASCII.GetString(new byte[] { Ascii.ESC, Ascii.Four, pa }); }
private static extern bool SetConsoleTextAttribute(IntPtr hConsoleOutput, CharacterAttributes wAttributes);
public int GetAttribute(CharacterAttributes _attribute) { switch (_attribute) { case CharacterAttributes.VIGOR: return Vigor; case CharacterAttributes.STRENGHT: return Strenght; case CharacterAttributes.DEXTERITY: return Dexterity; case CharacterAttributes.PSYCHOLOGY: return Psychology; case CharacterAttributes.MAGICAL_GIFT: return MagicalGift; default: return 0; } }
public StaticItem() { AttributesEffekts = new CharacterAttributes(); FluentAttributesEffekts = new CharacterFluentAttributes(); }