コード例 #1
0
    public void ShowUpgrade(DefenseStat stat, Defense defense, float addValue)
    {
        ClearContent();
        ShowWindow();

        GameObject obj = Instantiate(upgradeScreenPrefab.gameObject) as GameObject;

        obj.transform.parent = contentParent;
        UpgradeContentHolder content = obj.GetComponent <UpgradeContentHolder>();

        content.transform.localScale = Vector3.one;

        content.nameText.text     = stat.Name;
        content.currentText.text  = stat.Value.ToString();
        content.upgradedText.text = stat.upgradeValue[stat.currentUpgrade].ToString();
        content.costText.text     = stat.upgradeValue[stat.currentUpgrade].cost.ToString();

        upgradeButton.onClick.AddListener(() =>
        {
            if (FindObjectOfType <CurrencyManager>().Weed >= stat.upgradeValue[stat.currentUpgrade].cost)
            {
                stat.Value = stat.upgradeValue[stat.currentUpgrade].value;
                stat.currentUpgrade++;
                DefenseInfoBox.instance.ShowInfo(defense);
                HideWindow();
            }
        });
    }
コード例 #2
0
 private void Start()
 {
     people  = new PeopleStat();
     defense = new DefenseStat();
     faith   = new FaithStat();
     food    = new FoodStat();
     sell    = new UndoOrder();
 }
コード例 #3
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    public static void getAttackDescription(ref string description)
    {
        DefenseStat defStats = new DefenseStat();

        setDefenseStats(ref defStats, Game.game.gameStats);

        int  defense_p = (int)(defStats.percentageOfDamageTaken * 100);
        bool first     = true;

        Game.appendToItemDescription("DEF", 0, 100 - defense_p, "", ref description, ref first);
        Game.appendToItemDescription("TIME", 15, 0, "[c FFFFFFFF]s", ref description, ref first);
        Game.appendToItemDescription("COST", Game.skillData[1].cost, 0, "[c FFFFFFFF]MP", ref description, ref first);
    }
コード例 #4
0
ファイル: Character.cs プロジェクト: bigstupidx/SoulAvenger
        public virtual void fillDefenseStat(ref DefenseStat defStat)
        {
            int fixedDefenseBuff      = 0;
            int percentageDefenseBuff = 0;

            Buff[] buffs = GetComponents <Buff>();
            if (buffs != null)
            {
                foreach (Buff buff in buffs)
                {
                    fixedDefenseBuff      += buff.data.fixedDefense;
                    percentageDefenseBuff += buff.data.percentageDefense;
                }
            }

            defStat.fixedDamageReduction    += fixedDefenseBuff;
            defStat.percentageOfDamageTaken += ((float)percentageDefenseBuff / 100.0f);
        }
コード例 #5
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 public virtual void StatChanged(DefenseStat stat)
 {
 }
コード例 #6
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 public void UpgradeButtonClicked(Defense defense, DefenseStat stat)
 {
     UpgradeWindow.instance.ShowUpgrade(stat, defense, 5);
 }
コード例 #7
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    public override void fillDefenseStat(ref DefenseStat defStat)
    {
        foreach (KeyValuePair <Item.Type, Item> equipedItem in Equipment.equipment.items)
        {
            if (equipedItem.Value != null)
            {
                WeaponStats[] weaponStats = equipedItem.Value.gameObject.GetComponentsInChildren <WeaponStats>(true);
                if (weaponStats != null)
                {
                    foreach (WeaponStats wstat in weaponStats)
                    {
                        wstat.fillDefenseStat(ref defStat);
                    }
                }
            }
        }

        Skill[] skills = gameObject.GetComponentsInChildren <Skill>(true);
        if (skills != null)
        {
            foreach (Skill skl in skills)
            {
                skl.fillDefenseStat(ref defStat);
            }
        }

        int fixedDefenseBuff      = 0;
        int percentageDefenseBuff = 0;

        Dictionary <Item.Type, Item> equipment = Equipment.equipment.getEquipment();

        Buff[] buffs = null;

        foreach (KeyValuePair <Item.Type, Item> pair in equipment)
        {
            if (pair.Value != null)
            {
                buffs = pair.Value.GetComponents <Buff>();
                if (buffs != null)
                {
                    foreach (Buff buff in buffs)
                    {
                        fixedDefenseBuff      += buff.data.fixedDefense;
                        percentageDefenseBuff += buff.data.percentageDefense;
                    }
                }
            }
        }

        buffs = GetComponents <Buff>();
        if (buffs != null)
        {
            foreach (Buff buff in buffs)
            {
                fixedDefenseBuff      += buff.data.fixedDefense;
                percentageDefenseBuff += buff.data.percentageDefense;
            }
        }

        defStat.fixedDamageReduction    += fixedDefenseBuff;
        defStat.percentageOfDamageTaken -= ((float)percentageDefenseBuff / 100.0f);
    }
コード例 #8
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 public override void fillDefenseStat(ref DefenseStat stat)
 {
     setDefenseStats(ref stat, character.stats);
 }
コード例 #9
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 public static void setDefenseStats(ref DefenseStat stat, CharacterStats charStats)
 {
     stat.percentageOfDamageTaken -= 0.35f;
 }
コード例 #10
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 public virtual void fillDefenseStat(ref DefenseStat stat)
 {
     stat.percentageOfDamageTaken -= (((float)damagePercentageReduction) / 100.0f);
     stat.fixedDamageReduction    += damageFixedReduction;
     stat.fixedDamageReduction    += getStatDefense();
 }
コード例 #11
0
ファイル: Skill.cs プロジェクト: bigstupidx/SoulAvenger
 public virtual void fillDefenseStat(ref DefenseStat stat)
 {
 }