void Start() { stats = new RPGDefaultStats(); var statTypes = Enum.GetValues(typeof(RPGStatType)); foreach (var statType in statTypes) { RPGStat stat = stats.GetStat((RPGStatType)statType); if (stat != null) { Debug.Log(string.Format("Stat {0}'s value is {1}", stat.StatName, stat.StatValue)); } } var health = stats.GetStat <RPGStatModifiable>(RPGStatType.Health); health.AddModifier(new RPGStatModBasePercent(1.0f)); // 200 health.AddModifier(new RPGStatModBaseAdd(50f)); // 250 health.AddModifier(new RPGStatModTotalPercent(1.0f)); // 500 health.UpdateModifiers(); foreach (var statType in statTypes) { RPGStat stat = stats.GetStat((RPGStatType)statType); if (stat != null) { Debug.Log(string.Format("Stat {0}'s value is {1}", stat.StatName, stat.StatValue)); } } }
public override bool OnCheck() { return(OperationTools.Compare( statCollection.GetStat <RPGVital> (GlobalSymbol.HP).StatValueCurrent / statCollection.GetStat <RPGVital> (GlobalSymbol.HP).StatValue, value, checkType, 0)); }
private void DisplayStatValues() { ForEachEnum <RPGStatType>((statType) => { RPGStat stat = stats.GetStat((RPGStatType)statType); if (stat != null) { RPGVital vital = stat as RPGVital; if (vital != null) { Debug.Log(string.Format("Stat {0}'s value is {1}/{2}", stat.StatName, vital.StatCurrentValue, stat.StatValue)); } else { Debug.Log(string.Format("Stat {0}'s value is {1}", stat.StatName, stat.StatValue)); } } }); }
void DisplayStatValues() { ForEachEnum <RPGStatType>((statType) => { RPGStat stat = stats.GetStat((RPGStatType)statType); if (stat != null) { Debug.Log(string.Format("Stat {0}'s value is {1}", stat.StatName, stat.StatValue)); } }); }
// Use this for initialization void Start() { stats = gameObject.AddComponent <RPGDefaultStats>(); health = stats.GetStat <RPGVital>(RPGStatType.Health); health.OnCurrentValueChange += OnStatValueChange; DisplayStatValues(); Debug.Log(string.Format("_____________________")); HealthTest(); DisplayStatValues(); }
void Start() { stats = new RPGDefaultStats(); var health = stats.GetStat <RPGVital>(RPGStatType.Health); health.OnCurrentValueChange += OnStatValueChange; DisplayStatValues(); health.StatCurrentValue -= 75; DisplayStatValues(); }
// Use this for initialization void Start() { stats = this.gameObject.AddComponent <RPGDefaultStats> (); var health = stats.GetStat <RPGVital> (RPGStatType.Health); health.OnCurrentValueChange += OnStatValueChange; DisplayStatValues(); health.StatCurrentValue -= 75; DisplayStatValues(); }
public void Start() { foreach (var statType in RPGStatDatabase.StatTypes.GetAssets()) { var stat = statCollection.GetStat(statType.Id); if (stat != null) { var statUi = Instantiate(statUIPrefab); statUi.name = statType.Name; statUi.transform.SetParent(this.transform, false); statUi.SetStat(statType, stat); uiInstances.Add(statUi); } } }
public override bool OnCheck() { return(true); Transform target = blackboard.GetValue <Transform> ("Target"); if (target == null) { return(false); } RPGStatCollection statCollection = DamageDealer.FindObjectStatCollection(target.gameObject); if (statCollection == null || !statCollection.ContainStat(GlobalSymbol.HP)) { return(false); } return(statCollection.GetStat <RPGVital> (GlobalSymbol.HP).StatValueCurrent > 0f); }
// Use this for initialization void Start() { var dieDic = DieTypes.AttackDie; stats = gameObject.AddComponent <RPGDefaultStats>(); health = stats.GetStat <RPGVital>(RPGStatType.Health); willpower = stats.GetStat <RPGVital>(RPGStatType.Willpower); stamina = stats.GetStat <RPGVital>(RPGStatType.Stamina); dex = stats.GetStat <RPGAttribute>(RPGStatType.Dexterity); attackDie = stats.GetStat <RPGAttribute>(RPGStatType.DieType); level = stats.GetStat <RPGAttribute>(RPGStatType.Level); attack = stats.GetStat <RPGAttribute>(RPGStatType.Attack); will = stats.GetStat <RPGAttribute>(RPGStatType.Will); defense = stats.GetStat <RPGAttribute>(RPGStatType.Defense); alive = stats.GetStat <RPGAttribute>(RPGStatType.Alive); speed = stats.GetStat <RPGAttribute>(RPGStatType.Speed); evasion = stats.GetStat <RPGAttribute>(RPGStatType.Evasion); ///Modifiy base stats /// stamina.StatCurrentValue = 0; health.StatBaseValue = health.StatBaseValue; health.SetCurrentValueToMax(); attackDie.StatBaseValue = DieTypes.GetAttackDie(DieTypes.DieType.D4); dex.StatBaseValue = dex.StatBaseValue + 2; dex.UpdateLinkers(); }
// Use this for initialization void Start() { var dieDic = DieTypes.AttackDie; stats = gameObject.AddComponent <RPGDefaultStats>(); socialStats = gameObject.GetComponent <SocialStats>(); health = stats.GetStat <RPGVital>(RPGStatType.Health); willpower = stats.GetStat <RPGVital>(RPGStatType.Willpower); stamina = stats.GetStat <RPGVital>(RPGStatType.Stamina); dex = stats.GetStat <RPGAttribute>(RPGStatType.Dexterity); attackDie = stats.GetStat <RPGAttribute>(RPGStatType.DieType); level = stats.GetStat <RPGAttribute>(RPGStatType.Level); attack = stats.GetStat <RPGAttribute>(RPGStatType.Attack); will = stats.GetStat <RPGAttribute>(RPGStatType.Will); defense = stats.GetStat <RPGAttribute>(RPGStatType.Defense); alive = stats.GetStat <RPGAttribute>(RPGStatType.Alive); speed = stats.GetStat <RPGAttribute>(RPGStatType.Speed); evasion = stats.GetStat <RPGAttribute>(RPGStatType.Evasion); if (gameObject.GetComponent <CurrentState>().inCombat) { SetPlayerStatusBars(); } ///Modifiy base stats /// health.StatBaseValue += 10; health.SetCurrentValueToMax(); attackDie.StatBaseValue = DieTypes.GetAttackDie(DieTypes.DieType.D4); dex.StatBaseValue = dex.StatBaseValue + 1; dex.UpdateLinkers(); Debug.Log("Player health is: " + health.StatBaseValue); Debug.Log("Extroversion: " + socialStats.GetStat(SocialStats.SocialStatType.Extroversion).StatBaseValue); ///Tests socialStats.SocialStatChange(socialStats.GetStat(SocialStats.SocialStatType.Extroversion)); Debug.Log("Extroversion after increment: " + socialStats.GetStat(SocialStats.SocialStatType.Extroversion).StatValue); }