コード例 #1
0
    public EquipmentSaveData(EquipmentUI _equipment)
    {
        List <ItemDefensiveStatsSaveData> itemDefList = new List <ItemDefensiveStatsSaveData>();
        List <ItemOffensiveStatsSaveData> itemOffList = new List <ItemOffensiveStatsSaveData>();
        List <ItemCapacitySaveData>       itemCapList = new List <ItemCapacitySaveData>();

        foreach (EquipmentSlot slot in _equipment.slots)
        {
            Item item = slot.item;
            if (item != null)
            {
                if (item is Item_DefensiveStats)
                {
                    Item_DefensiveStats itemDef = item as Item_DefensiveStats;
                    itemDefList.Add(itemDef.ToSaveData());
                }
                else if (item is Item_OffensiveStats)
                {
                    Item_OffensiveStats itemOff = item as Item_OffensiveStats;
                    itemOffList.Add(itemOff.ToSaveData());
                }
                else if (item is Item_Skill)
                {
                    Item_Skill itemOff = item as Item_Skill;
                    itemCapList.Add(itemOff.ToSaveData());
                }
            }
        }

        itemDefensives = itemDefList.ToArray();
        itemOffensives = itemOffList.ToArray();
        itemCapacities = itemCapList.ToArray();
    }
コード例 #2
0
    public InventorySaveData(Inventory _inventory)
    {
        moneyAmount   = _inventory.MoneyAmount;
        slotAvailable = _inventory.slotsAvailable;

        List <ItemDefensiveStatsSaveData> itemDefList = new List <ItemDefensiveStatsSaveData>();
        List <ItemOffensiveStatsSaveData> itemOffList = new List <ItemOffensiveStatsSaveData>();
        List <ItemCapacitySaveData>       itemCapList = new List <ItemCapacitySaveData>();

        foreach (Item item in _inventory.items)
        {
            if (item is Item_DefensiveStats)
            {
                Item_DefensiveStats itemDef = item as Item_DefensiveStats;
                itemDefList.Add(itemDef.ToSaveData());
            }
            else if (item is Item_OffensiveStats)
            {
                Item_OffensiveStats itemOff = item as Item_OffensiveStats;
                itemOffList.Add(itemOff.ToSaveData());
            }
            else if (item is Item_Skill)
            {
                Item_Skill itemOff = item as Item_Skill;
                itemCapList.Add(itemOff.ToSaveData());
            }
        }

        itemDefensives = itemDefList.ToArray();
        itemOffensives = itemOffList.ToArray();
        itemCapacities = itemCapList.ToArray();
    }
コード例 #3
0
    void UpdateRarity(ref Item_OffensiveStats item)
    {
        GameDifficulty _gameDifficulty = GameManager.Singleton.gameData.GetGameDifficulty();

        float maxValue = 100;

        foreach (RaritiesPerGameDifficuty.RarityData currentRarity in item.raritiesPerDifficulty[(int)_gameDifficulty].rarities)
        {
            currentRarity.SetRarityBounds(ref maxValue);
        }

        float rarityRoll = Random.Range(0, 10001) / 100f;

        foreach (RaritiesPerGameDifficuty.RarityData currentRarity in item.raritiesPerDifficulty[(int)_gameDifficulty].rarities)
        {
            if (rarityRoll >= currentRarity.minValue && rarityRoll <= currentRarity.maxValue)
            {
                ItemRarityData rarityData = raritiesDatas[(int)currentRarity.itemRarity];

                item.rarityStr = rarityData.name;
                item.name     += " (" + item.rarityStr + ")";

                rarityData.statAlteration.GenerateFinalValue();

                item.statAlteration = rarityData.statAlteration;
                SetItemPrices(ref item, rarityData);
                break;
            }
        }
    }
コード例 #4
0
    public void SetItemPrices(ref Item_OffensiveStats item, ItemRarityData rarity)
    {
        float sellPriceGap;
        float buyPriceGap;

        sellPriceGap = rarity.maxSellPrice - rarity.minSellPrice;
        buyPriceGap  = rarity.maxBuyPrice - rarity.minBuyPrice;

        item.sellPrice = Mathf.FloorToInt(rarity.minSellPrice + (sellPriceGap * item.statAlteration.finalValue) / item.statAlteration.maxValue);
        item.buyPrice  = Mathf.CeilToInt(rarity.minBuyPrice + (buyPriceGap * item.statAlteration.finalValue) / item.statAlteration.maxValue);
    }
コード例 #5
0
    public void SetItemInfo(Item item, PriceType priceType)
    {
        canvasGroup.alpha = 1;

        itemName.text = item.name;

        if (item is Item_DefensiveStats)
        {
            Item_DefensiveStats _item = item as Item_DefensiveStats;

            itemType.text        = _item.statAlteration.TypeToString();
            itemStatValue.text   = _item.statAlteration.finalValue.ToString();
            itemDescription.text = "";
        }
        else if (item is Item_OffensiveStats)
        {
            Item_OffensiveStats _item = item as Item_OffensiveStats;

            itemType.text        = _item.statAlteration.TypeToString();
            itemStatValue.text   = _item.statAlteration.finalValue.ToString();
            itemDescription.text = "";
        }
        else if (item is Item_Skill)
        {
            Item_Skill _item = item as Item_Skill;

            itemType.text      = "";
            itemStatValue.text = "";

            itemDescription.text = _item.skill.GetDescription();
        }

        // Price display

        if (priceType == PriceType.Sell)
        {
            priceTypeText.text  = "Prix de vente";
            priceValueText.text = item.sellPrice.ToString();
        }
        else
        {
            priceTypeText.text  = "Prix d'achat";
            priceValueText.text = item.buyPrice.ToString();
        }
    }
コード例 #6
0
    // ----------------------------------------------------------------------- **

    void UpdatePlayerStats(Item item, bool equip)
    {
        if (item is Item_DefensiveStats)
        {
            Item_DefensiveStats itemDef = item as Item_DefensiveStats;

            if (equip)
            {
                switch (itemDef.statAlteration.type)
                {
                case DefensiveStatsAlteration.ModificationType.HealthMax:
                    player.stats.healthMax += itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.HealthRegen:
                    player.stats.healthRegen += itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.StaminaMax:
                    player.stats.staminaMax += itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.StaminaRegen:
                    player.stats.staminaRegen += itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.Armor:
                    player.stats.armor += itemDef.statAlteration.finalValue;
                    break;

                default:
                    break;
                }
            }
            else
            {
                switch (itemDef.statAlteration.type)
                {
                case DefensiveStatsAlteration.ModificationType.HealthMax:
                    player.stats.healthMax -= itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.HealthRegen:
                    player.stats.healthRegen -= itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.StaminaMax:
                    player.stats.staminaMax -= itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.StaminaRegen:
                    player.stats.staminaRegen -= itemDef.statAlteration.finalValue;
                    break;

                case DefensiveStatsAlteration.ModificationType.Armor:
                    player.stats.armor -= itemDef.statAlteration.finalValue;
                    break;

                default:
                    break;
                }
            }

            hudManager.statsDisplayer.UpdateStats();
        }
        else if (item is Item_OffensiveStats)
        {
            Item_OffensiveStats itemOff = item as Item_OffensiveStats;

            if (equip)
            {
                switch (itemOff.statAlteration.type)
                {
                case OffensiveStatsAlteration.ModificationType.NormalDamage:
                    player.stats.normalDamages += itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CapacityDamage:
                    player.stats.capacitiesDamagesM += itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CooldownReduction:
                    player.stats.cooldownReduction += itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CriticalDamage:
                    player.stats.criticalDamagesM += itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CriticalChance:
                    player.stats.criticalChances += itemOff.statAlteration.finalValue;
                    break;

                default:
                    break;
                }
            }
            else
            {
                switch (itemOff.statAlteration.type)
                {
                case OffensiveStatsAlteration.ModificationType.NormalDamage:
                    player.stats.normalDamages -= itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CapacityDamage:
                    player.stats.capacitiesDamagesM -= itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CooldownReduction:
                    player.stats.cooldownReduction -= itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CriticalDamage:
                    player.stats.criticalDamagesM -= itemOff.statAlteration.finalValue;
                    break;

                case OffensiveStatsAlteration.ModificationType.CriticalChance:
                    player.stats.criticalChances -= itemOff.statAlteration.finalValue;
                    break;

                default:
                    break;
                }
            }

            hudManager.statsDisplayer.UpdateStats();
        }
    }