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));*/ }
/// <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); } } } }