public void ResetValues() { AgilityModifier.Reset(); StrengthModifier.Reset(); ResistanceModifier.Reset(); VitalityModifier.Reset(); }
/// <inheritdoc /> public CombatAttribute Convert(AttributeDTO value, object state) { var entity = new VitalityModifier(); this.Merge(entity, value, state); return(entity); }
public void SetValues() { //Initialize(); Player player = LevelController.Player; totalSkillPoints = skillPointByLevel; SkillPointsText.text = skillPointByLevel.ToString(); AgilityModifier.SetValue(Mathf.FloorToInt(player.GetAgility())); StrengthModifier.SetValue(Mathf.FloorToInt(player.GetStrength())); ResistanceModifier.SetValue(Mathf.FloorToInt(player.GetResistance())); VitalityModifier.SetValue(Mathf.FloorToInt(player.GetVitality())); }
/// <summary> /// /// </summary> /// <param name="changeValue"></param> private void OnStatLevelChange(int changeValue) { if (changeValue == 0) { return; } totalSkillPoints -= changeValue; if (totalSkillPoints == 0) { AgilityModifier.DenyAdd(); StrengthModifier.DenyAdd(); ResistanceModifier.DenyAdd(); VitalityModifier.DenyAdd(); transform.Find("LevelUp_Menu/InnerSpace/Level Up Button") .GetComponent <Button>() .interactable = true; } else if (totalSkillPoints == 1 && changeValue < 0) { AgilityModifier.AllowAdd(); StrengthModifier.AllowAdd(); ResistanceModifier.AllowAdd(); VitalityModifier.AllowAdd(); transform.Find("LevelUp_Menu/InnerSpace/Level Up Button") .GetComponent <Button>() .interactable = false; } SkillPointsText.text = totalSkillPoints.ToString(); Debug.Log( message: name + " remaining skill points: " + totalSkillPoints); }
// Implement this method in a buddy class to set properties that are specific to 'VitalityModifier' (if any) partial void Merge(VitalityModifier entity, AttributeDTO dto, object state);