static void PartsStartingStats(string line) { string[] elements = line.Split(','); GameObject obj = GetOrCreate(elements[0]); Job job = obj.GetComponent <Job>(); for (int i = 1; i < Job.statOrder.Length + 1; i++) { if (elements[i] != null) { job.baseStats[i - 1] = Convert.ToInt32(elements[i]); } } StatModifierFeature move = GetFeature(obj, StatTypes.Mov); move.amount = Convert.ToInt32(elements[7]); StatModifierFeature mdf = GetFeature(obj, StatTypes.eq_Mdf); mdf.amount = 50; StatModifierFeature ac = GetFeature(obj, StatTypes.eq_AC); ac.amount = 50; StatModifierFeature jumpU = GetFeature(obj, StatTypes.JtU); jumpU.amount = 5; StatModifierFeature jumpD = GetFeature(obj, StatTypes.JtD); jumpD.amount = 5; }
private static void PartsStartingStats(string line) { string[] elements = line.Split(','); if (elements[0] == "") { Debug.LogError("Invalid line: " + line); return; } GameObject obj = GetOrCreate(elements[0]); Job job = obj.GetComponent <Job>(); for (int i = 1; i < Job.statOrder.Length + 1; ++i) { job.baseStats[i - 1] = Convert.ToInt32(elements[i]); } StatModifierFeature evade = GetFeature(obj, StatTypes.EVD); evade.amount = Convert.ToInt32(elements[8]); StatModifierFeature res = GetFeature(obj, StatTypes.RES); res.amount = Convert.ToInt32(elements[9]); StatModifierFeature move = GetFeature(obj, StatTypes.MOV); move.amount = Convert.ToInt32(elements[10]); StatModifierFeature jump = GetFeature(obj, StatTypes.JMP); jump.amount = Convert.ToInt32(elements[11]); }
static void ParseStartingStats(string line) { string[] elements = line.Split(','); GameObject obj = GetOrCreate(elements[0]); Job job = obj.GetComponent <Job>(); for (int i = 1; i < Job.statOrder.Length + 1; i++) { job.baseStats[i - 1] = Convert.ToInt32(elements[i]); } StatModifierFeature evade = GetFeature(obj, StatTypes.EVD); evade.amount = Convert.ToInt32(elements[8]); StatModifierFeature res = GetFeature(obj, StatTypes.RES); res.amount = Convert.ToInt32(elements[9]); StatModifierFeature mov = GetFeature(obj, StatTypes.MOV); mov.amount = Convert.ToInt32(elements[10]); StatModifierFeature jump = GetFeature(obj, StatTypes.JMP); jump.amount = Convert.ToInt32(elements[11]); }
void OnEnable() { statusEffectIcon = Resources.Load <Sprite>("Sprites/StatusIcons/StopStatusIcon"); feature = gameObject.AddComponent <StatModifierFeature>(); feature.type = StatTypes.DEX; feature.amount = -1000; feature.Activate(GetComponentInParent <Unit>().gameObject); }
GameObject CreateItem(string title, StatTypes type, int amount) { GameObject item = new GameObject(title); StatModifierFeature smf = item.AddComponent <StatModifierFeature>(); smf.type = type; smf.amount = amount; return(item); }
Equippable CreateEquipment(string name, StatTypes stat, int amount, EquipSlots slot) { GameObject instance = new GameObject(name); Equippable item = instance.AddComponent <Equippable>(); item.defaultSlots = slot; StatModifierFeature feature = instance.AddComponent <StatModifierFeature>(); feature.amount = amount; feature.type = stat; return(item); }
static StatModifierFeature GetFeature(GameObject obj, StatTypes type) { StatModifierFeature[] smf = obj.GetComponents <StatModifierFeature>(); for (int i = 0; i < smf.Length; ++i) { if (smf[i].type == type) { return(smf[i]); } } StatModifierFeature feature = obj.AddComponent <StatModifierFeature>(); feature.type = type; return(feature); }
void ConsumeItem(GameObject item) { inventory.Remove(item); // This is dummy code - a user would know how to use an item and who to target with it StatModifierFeature smf = item.GetComponent <StatModifierFeature>(); if (smf.amount > 0) { item.GetComponent <Consumable>().Consume(combatants[0]); Debug.Log("Ah... a potion!"); } else { item.GetComponent <Consumable>().Consume(combatants[1]); Debug.Log("Take this you stupid monster!"); } }
static void PartsStartingStats(string line) { //string manipulation (read how csv is handled in text format later) string[] elements = line.Split(','); GameObject obj = GetOrCreate(elements[0]); Job job = obj.GetComponent <Job>(); for (int i = 1; i < Job.statOrder.Length + 1; ++i) { job.baseStats[i - 1] = Convert.ToInt32(elements[i]); //actually getting the stats } //jump and move stats will go to the modifier since they'll be relevant on the map logic StatModifierFeature move = GetFeature(obj, StatTypes.MOV); move.amount = Convert.ToInt32(elements[8]); StatModifierFeature jump = GetFeature(obj, StatTypes.JMP); jump.amount = Convert.ToInt32(elements[9]); }