public void InitializeCharacter() { // Cache components _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); characterController = GetComponent <CharacterController>(); LoadCharacterData(); characterData.specialization.SetTotalSpecPoints(characterData.level); // Initialize Attributes _attributes.GenerateAugmentedCharacterAttributes(characterData.specialization, characterData.inventory); // Initialize statistics _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); // Initialize Abilities // Set Abilities characterController.SetAbilities(basicAbilityPrefab, abilityQPrefab, abilityWPrefab, abilityEPrefab, abilityRPrefab); }
public virtual void SetTargetObject(GameObject targetobject) { targetObject = targetobject; _statsGeneralTarget = targetObject.GetComponent <StatsGeneral>(); _statsOffenseTarget = targetObject.GetComponent <StatsOffense>(); _statsDefenseTarget = targetObject.GetComponent <StatsDefense>(); }
void Awake() { thisTransform = transform; _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); }
public void ReceiveHeal(StatsOffense statsOffense, StatsDefense statsDefense) { // Generate the heal float physicalHeal = statsOffense.GeneratePhysicalDamage(); float magicalHeal = statsOffense.GenerateMagicalDamage(); // Receiving the Heal _combatLife += (physicalHeal + magicalHeal); }
public virtual void Awake() { Debug.Log("Ability Controller awake"); thisTransform = transform; _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); }
public virtual void Awake() { thisTransform = transform; targetPoint = thisTransform.position; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); }
void Awake() { thisTransform = transform; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); _inCombat = false; }
/// <summary> /// Receives an ability hit, affecting statistics /// </summary> /// <param name="statsGeneral"></param> public void ReceiveHit(StatsOffense statsOffense) { // Debuffing //_tempPhysicalDamage -= statsOffense._tempPhysicalDamage; //_tempMagicDamage -= statsOffense._tempMagicDamage; //_tempCriticalDamage -= statsOffense._tempCriticalDamage; //_tempCriticalChance -= statsOffense._tempCriticalChance; //_tempAttackSpeed -= statsOffense._tempAttackSpeed; //_tempCoolDownReduction -= statsOffense._tempCoolDownReduction; //_tempRange -= statsOffense._tempRange; }
void Awake() { thisTransform = transform; level = 1; _attributes = GetComponent <Attributes>(); _statsOffense = GetComponent <StatsOffense>(); _statsDefense = GetComponent <StatsDefense>(); _statsGeneral = GetComponent <StatsGeneral>(); _attributes.InitializeEnemyAttributes(1); _statsOffense.GenerateAugmentedCharacterStatistics(); _statsDefense.GenerateAugmentedCharacterStatistics(); _statsGeneral.GenerateAugmentedCharacterStatistics(); }
/// <summary> /// Generates an Ability's current statistics based on the stats /// </summary> /// <param name="statsOffense">Ability caster's offensive statistics</param> //public void GenerateCurrentAbilityStatistics(StatsOffense statsOffense) //{ // // Factor the caster's statistics into the ability's statistics // _currentPhysicalDamage += statsOffense._currentPhysicalDamage; // _currentMagicDamage += statsOffense._currentMagicDamage; // _currentCriticalDamage += statsOffense._currentCriticalDamage; // _currentCriticalChance += statsOffense._currentCriticalChance; // _currentAttackSpeed += statsOffense._currentAttackSpeed; // _currentCoolDownReduction += statsOffense._currentCoolDownReduction; // _currentRange += statsOffense._currentRange; // // Set the combat stats to the base combat stats // _tempPhysicalDamage = _currentPhysicalDamage; // _tempMagicDamage = _currentMagicDamage; // _tempCriticalDamage = _currentCriticalDamage; // _tempCriticalChance = _currentCriticalChance; // _tempAttackSpeed = _currentAttackSpeed; // _tempCoolDownReduction = _currentCoolDownReduction; // _tempRange = _currentRange; //} /// <summary> /// Generates an Ability's temporary statistics /// </summary> /// <param name="statsOffense"></param> public void GenerateCombatAbilityStatistics(StatsOffense statsOffense) { // Set the combat stats to the base combat stats of the ability _combatPhysicalDamage = _augmentedPhysicalDamage; _combatMagicDamage = _augmentedMagicDamage; _combatCriticalDamage = _augmentedCriticalDamage; _combatCriticalChance = _augmentedCriticalChance; _combatAttackSpeed = _augmentedAttackSpeed; _combatRange = _augmentedRange; // Factor in the temporary statistics of the caster _combatPhysicalDamage += statsOffense._combatPhysicalDamage; _combatMagicDamage += statsOffense._combatMagicDamage; _combatCriticalDamage += statsOffense._combatCriticalDamage; _combatCriticalChance += statsOffense._combatCriticalChance; _combatAttackSpeed += statsOffense._combatAttackSpeed; _combatRange += statsOffense._combatRange; }
/// <summary> /// Receives an ability hit, affecting statistics /// </summary> /// <param name="statsGeneral"></param> public void ReceiveHit(StatsOffense statsOffense, StatsDefense statsDefense) { // Debuffing //_tempLife -= statsDefense._tempLife; //_tempArmor -= statsDefense._tempArmor; //_tempMagicResist -= statsDefense._tempMagicResist; // Generate the Damage float physicalDamage = statsOffense.GeneratePhysicalDamage(); float magicalDamage = statsOffense.GenerateMagicalDamage(); // Factor defensive statistics physicalDamage = physicalDamage / _combatArmor; magicalDamage = magicalDamage / _combatMagicResist; MenuManager.menuManager.DamageText(physicalDamage + magicalDamage, name); // Receiving the damage _combatLife -= (physicalDamage + magicalDamage); }
/// <summary> /// Generates the combat statistics for the ability /// </summary> /// <param name="statsGeneral"></param> /// <param name="statsOffense"></param> /// <param name="statsDefense"></param> public override void GenerateCombatStatistics(StatsGeneral statsGeneral, StatsOffense statsOffense, StatsDefense statsDefense) { _statsGeneral.GenerateCombatAbilityStatistics(statsGeneral); _statsOffense.GenerateCombatAbilityStatistics(statsOffense); _statsDefense.GenerateCombatAbilityStatistics(statsDefense); }