예제 #1
0
    void Start()
    {
        this.character = new RPGCustomCharacter();
        this.character.inventory.init();
        this.character.level.baseExperienceLevel(1.1f, 110, 2);
        this.character.typeClass.typeClass = _Class.Warrior;
        this.character.typeClass.chargeClassModifier(3);
        this.character.addExperience(500000);

        this.createItems();

        //this.init();
        //this.bag = new Inventory();


        //this.inventory.addItemInventory(JsonMapper.ToObject<List<Weapon>>(JsonItemsBehaviour.loadAllWeapons()));
        //this.inventory.addItemInventory(JsonMapper.ToObject<List<Cloths>>(JsonItemsBehaviour.loadAllCloths()));

        /*
         * foreach (Weapon w in _weapon)
         * {
         *  inventory.addItemInventory(_weapon);
         * }
         * foreach (Cloths c in _cloths)
         * {
         *  inventory.addItemInventory(_cloths);
         * }*/


        //skillManager.skills = JsonMapper.ToObject<List<Skill>>(JsonItemsBehaviour.loadAllSkills());

        /*
         * Cloths _c = new Cloths(new Item(), new Armor());
         *
         * Debug.Log(JsonMapper.ToJson(_c));
         *
         * Damage _damage = new Damage(10, 10, 0);
         * Armor _armor = new Armor(100, 10, 0, 0, 0, 0);
         *
         * Skill _skill = new Skill(0, "Stand", "Blessing", "BLABAABLSSUHDUSHDS", 0 , _damage, _armor);
         *
         * Debug.Log(JsonMapper.ToJson(_skill));*/
    }
예제 #2
0
        /// <summary>
        /// Método Update responsavél pelos updates de todos os ciclos dos efeitos, atribuindo seus valores a cada componente.
        /// Usa como parametro O CustomCharacter que é nativo da biblioteca
        /// </summary>
        /// <param name="_character"></param>
        /// <param name="deltaTime"></param>
        public void update(RPGCustomCharacter _character, float deltaTime)
        {
            this.c_cooldown += deltaTime;

            if (this.c_cooldown < this.cooldown)
            {
                for (int i = 0; i < effects.Count; i++)
                {
                    _EffectsRemove __effect = this.effects[i].effectsRemove;

                    if (__effect == _EffectsRemove.Strength ||
                        __effect == _EffectsRemove.Agility ||
                        __effect == _EffectsRemove.Stamina ||
                        __effect == _EffectsRemove.Intelligence)
                    {
                        this.effects[i].update(_character.attributes, deltaTime);
                    }
                    else if (__effect == _EffectsRemove.Dark ||
                             __effect == _EffectsRemove.Fire ||
                             __effect == _EffectsRemove.Frost ||
                             __effect == _EffectsRemove.Nature ||
                             __effect == _EffectsRemove.Armor ||
                             __effect == _EffectsRemove.Parry)
                    {
                        this.effects[i].update(_character.armor, deltaTime);
                    }
                    else if (__effect == _EffectsRemove.Damage ||
                             __effect == _EffectsRemove.CriticalDamage ||
                             __effect == _EffectsRemove.ElementalDamage)
                    {
                        this.effects[i].update(_character.damage, deltaTime);
                    }
                    else if (__effect == _EffectsRemove.Life)
                    {
                        this.effects[i].update(_character.life, deltaTime);
                    }
                }
            }
            else
            {
                for (int i = 0; i < effects.Count; i++)
                {
                    _EffectsRemove __effect = this.effects[i].effectsRemove;

                    if (__effect == _EffectsRemove.Strength ||
                        __effect == _EffectsRemove.Agility ||
                        __effect == _EffectsRemove.Stamina ||
                        __effect == _EffectsRemove.Intelligence)
                    {
                        this.effects[i].restoreValue(_character.attributes);
                    }
                    else if (__effect == _EffectsRemove.Dark ||
                             __effect == _EffectsRemove.Fire ||
                             __effect == _EffectsRemove.Frost ||
                             __effect == _EffectsRemove.Nature ||
                             __effect == _EffectsRemove.Armor ||
                             __effect == _EffectsRemove.Parry)
                    {
                        this.effects[i].restoreValue(_character.armor);
                    }
                    else if (__effect == _EffectsRemove.Damage ||
                             __effect == _EffectsRemove.CriticalDamage ||
                             __effect == _EffectsRemove.ElementalDamage)
                    {
                        this.effects[i].restoreValue(_character.damage);
                    }
                }
            }
        }