public IEnumerable <float> GetAdditiveModifier(StatsEnum stat) { if (stat == StatsEnum.Damage) { yield return(_currentWeaponConfig.GetWeaponDamage()); } }
public ValueHolder(float maxValue, float missingValue, StatsEnum type) { this.maxValue = maxValue; this.missingValue = missingValue; this.type = type; currentValue = maxValue - missingValue;//Calculated this way to grant some resources on levelup but not go through a full-reset method }
public int GetLevels(StatsEnum stat, CharacterClassEnum characterClass) { BuildLookup(); float[] levels = _lookupTable[characterClass][stat]; return(levels.Length); }
public IEnumerable <float> GetPercentageModifier(StatsEnum stat) { if (stat == StatsEnum.Damage) { yield return(_currentWeaponConfig.GetPercentageBonus()); } }
public static DoubleStatSuffix GenerateDoubleStatSuffix(StatsEnum stat1, StatsEnum stat2) { SingleStatSuffix suffix1 = GeneratedSingleStatSuffix(stat1); SingleStatSuffix suffix2 = GeneratedSingleStatSuffix(stat2); string doubleSuffixName = suffix1.SuffixString + " and " + suffix2.SuffixString; return(new DoubleStatSuffix(suffix1, suffix2, doubleSuffixName)); }
public static ACharacterStat GetStat(StatsEnum targetStat) { if (!initialized) { Initialize(); } return(characterStats[targetStat]); }
void Strike_1() { if (currentAttackEnum != StatsEnum.Strike_1) { AttackCoroutine = StartCoroutine(DoAttack(Hero.AudioClips.Strike_1.ToString(), 0.6f)); } currentAttackEnum = StatsEnum.Strike_1; _anima.SetInteger("Attack Index", (int)currentAttackEnum); _anima.SetBool("Attack", true); }
public void SetValue(StatsEnum stat, int value) { var statInfo = _currentValues[stat]; statInfo.Value = value; if (statInfo.NotifyChange) { this.GetPubSub().PublishMessageInContext(new StatChangedMessage(statInfo.Stat, value)); } }
void Strike_3() { if (currentAttackEnum != StatsEnum.Strike_3) { StopCoroutine(AttackCoroutine); AttackCoroutine = StartCoroutine(DoAttack(Hero.AudioClips.Strike_3.ToString(), .4f)); } currentAttackEnum = StatsEnum.Strike_3; _anima.SetInteger("Attack Index", (int)currentAttackEnum); _anima.SetBool("Attack", true); }
void Shield_Attack() { if (currentAttackEnum != StatsEnum.Shield_Attack) { _fsm.FinishAllStates(); StartCoroutine(DoShield_Attack(1.06f, transform.position)); } currentAttackEnum = StatsEnum.Shield_Attack; _anima.SetInteger("Attack Index", (int)currentAttackEnum); _anima.SetBool("Attack", true); }
void DoUppercut() { _attacks = true; if (currentAttackEnum != StatsEnum.Uppercut) { _anima.SetFloat("Speed", 0); Hero.instance.audioManager.Play(Hero.AudioClips.Uppercut.ToString()); } currentAttackEnum = StatsEnum.Uppercut; _anima.SetInteger("Attack Index", (int)currentAttackEnum); _anima.SetBool("Attack", true); }
public void AddRegen(StatsEnum stat, int addPerSec, float timeInSeconds = -1) { var regen = new RegenInfo { Stat = stat, AddPerSec = addPerSec }; _regens.Add(regen); if (timeInSeconds > 0) { StartCoroutine(DisableRegen(regen, timeInSeconds)); } }
private void SetStat(StatsEnum stat, int value) { if (value < 1) { Stats[stat] = 1; } else if (value > 20) { Stats[stat] = 20; } else { Stats[stat] = value; } }
public bool HasEnough(StatsEnum stat, int required) { if (required == 0) { return(true); } if (!_currentValues.ContainsKey(stat)) { Debug.LogErrorFormat("Following stat is not defined for this object: {0}", stat.ToString()); return(false); } return(_currentValues[stat].Value >= required); }
public float GetStat(StatsEnum stat, CharacterClassEnum characterClass, int level) { BuildLookup(); Dictionary <StatsEnum, float[]> levelInfos = _lookupTable[characterClass]; float[] levels = levelInfos[stat]; if (levels.Length < level) { return(0f); } return(levels[level - 1]); }
public IEnumerator Idle(float _time) { StopCoroutine(Sleep(0)); m_CatEnum = StatsEnum.Idle; m_IsMove = false; yield return(new WaitForSeconds(_time)); ///Aplicação das Rotas das Animações { m_Animator.SetBool("idle", false); } m_IsMove = true; m_CatEnum = StatsEnum.Move; }
public SingleStatSuffix ( StatsEnum statEnum, float minValue, float maxValue, string suffixString, bool roundValues = false, bool roundValuesToHalf = false, bool percentage = false ) : base() { valueIsPercentage = percentage; StatEnum = statEnum; TrueValue = Random.Range(minValue, maxValue); if (roundValues) { TrueValue = Mathf.Round(TrueValue); } else if (roundValuesToHalf) { float roundTemp = Mathf.Round(TrueValue); float roundTempHalf; if (roundTemp < TrueValue) { roundTempHalf = roundTemp + 0.5f; } else { roundTempHalf = roundTemp - 0.5f; } float distanceToRound = Mathf.Abs(TrueValue - roundTemp); float distanceToHalf = Mathf.Abs(TrueValue - roundTempHalf); if (distanceToRound < distanceToHalf) { TrueValue = roundTemp; } else { TrueValue = roundTempHalf; } } if (percentage) { TrueValue /= 100f; } SuffixString = suffixString; }
public bool tryUpgrade(StatsEnum s, int c, string id) { inventoryUIScript.updateLootDisplay(playerManagerScript.money, playerManagerScript.loot); unitStatesDisplayScript.updateStates(); if (playerManagerScript.removeLoot(c, id)) { UnitScript currentUnit = unitStatesDisplayScript.currentUnit; switch (s) { case (StatsEnum.HP): currentUnit.Upgrade_HP(); break; case (StatsEnum.AC): currentUnit.Upgrade_AC(); break; case (StatsEnum.SPEED): currentUnit.Upgrade_Movement(); break; case (StatsEnum.TOHIT): currentUnit.Upgrade_AttackBonus(); break; case (StatsEnum.WEAPONDAMAGE): currentUnit.Upgrade_WeaponDamage(); break; case (StatsEnum.ABILITY): currentUnit.Upgrade_Ability(); break; } inventoryUIScript.updateLootDisplay(playerManagerScript.money, playerManagerScript.loot); unitStatesDisplayScript.updateStates(); return(true); } else { return(false); } }
public float this[StatsEnum statsEnum] { get{ if (stats.ContainsKey(statsEnum)) { return(stats[statsEnum]); } return(0); } set{ if (stats.ContainsKey(statsEnum)) { stats[statsEnum] = value; } else { stats.Add(statsEnum, value); } } }
public void Add(StatsEnum _stat, float _amount) { switch (_stat) { case StatsEnum.HP: break; case StatsEnum.MP: break; case StatsEnum.Attack: attack += _amount; break; case StatsEnum.Defence: defence += _amount; break; case StatsEnum.MagAttack: magAttack += _amount; break; case StatsEnum.MagDefence: magDefence += _amount; break; case StatsEnum.Accuracy: accuracy += _amount; break; case StatsEnum.Evade: evade += _amount; break; case StatsEnum.Speed: attack += _amount; break; default: break; } }
public IEnumerator Sleep(float _time) { m_IsMove = false; ///Aplicação das Rotas das Animações { m_Animator.SetTrigger("sleep"); m_Animator.SetBool("down", false); m_Animator.SetBool("up", false); m_Animator.SetBool("idle", false); } StopCoroutine(m_CoroutineIdle); m_CatEnum = StatsEnum.Sleep; yield return(new WaitForSeconds(_time)); m_IsMove = true; m_CatEnum = StatsEnum.Move; }
private float GetPercentageModifier(StatsEnum stat) { if (!shouldUseModifiers) { return(0f); } float total = 0f; var components = GetComponents <IModifierProvider>(); foreach (IModifierProvider provider in components) { var modifiers = provider.GetPercentageModifier(stat); foreach (float modifier in modifiers) { total += modifier; } } return(total); }
void Moves() { comboCount = 0; _attacks = false; _anima.SetInteger("Attack Index", 0); _anima.SetBool("Attack", false); currentAttackEnum = StatsEnum.None; if (_blocking || _isDodging || Hero.instance.Manager._TakeDamage) { return; } if (m_Grounded && _jump) { _jump = false; m_Grounded = false; Hero.instance.audioManager.Stop(Hero.AudioClips.Run.ToString()); Hero.instance.audioManager.Play(Hero.AudioClips.Jump.ToString()); _rigidbody.velocity = new Vector2(_rigidbody.velocity.x, 0); _rigidbody.AddForce(new Vector2(_rigidbody.velocity.x, _JumpForce), ForceMode2D.Impulse); _anima.SetTrigger("Jump"); return; } if (m_Grounded && _dodge) { _dodge = false; if (!_isDodging) { StartCoroutine(DoDodge(_dodgingTime, transform.position)); _anima.SetTrigger("Dodge"); return; } } Move(); }
public void AddAmount(StatsEnum stat, int amount) { if (!_currentValues.ContainsKey(stat)) { Debug.LogErrorFormat("Following stat is not defined for this object: {0}", stat.ToString()); return; } var statInfo = _currentValues[stat]; var newValue = statInfo.Value + amount; var capedValue = Math.Min(statInfo.MaxValue, newValue); capedValue = Math.Max(capedValue, statInfo.MinValue); if (capedValue != statInfo.Value) { statInfo.Value = capedValue; if (statInfo.NotifyChange) { this.GetPubSub().PublishMessageInContext(new StatChangedMessage(statInfo.Stat, capedValue)); } } }
public void ModifySkill(StatsEnum _enum, int _value) { switch (_enum) { case StatsEnum.Agility: ModifiedStats.Agility += _value; break; case StatsEnum.Combat: ModifiedStats.Combat += _value; break; case StatsEnum.Corruption: ModifiedStats.Corruption += _value; break; case StatsEnum.Cunning: ModifiedStats.Cunning += _value; break; case StatsEnum.CurHealth: ModifiedStats.CurHealth += _value; break; case StatsEnum.CurSanity: ModifiedStats.CurSanity += _value; break; case StatsEnum.Defense: ModifiedStats.Defense += _value; break; case StatsEnum.Grit: ModifiedStats.Grit += _value; break; case StatsEnum.Health: ModifiedStats.Health += _value; break; case StatsEnum.Initiative: ModifiedStats.Initiative += _value; break; case StatsEnum.Lore: ModifiedStats.Lore += _value; break; case StatsEnum.Luck: ModifiedStats.Luck += _value; break; case StatsEnum.Melee: ModifiedStats.Melee += _value; break; case StatsEnum.Ranged: ModifiedStats.Ranged += _value; break; case StatsEnum.Resistance: ModifiedStats.Resistance += _value; break; case StatsEnum.Sanity: ModifiedStats.Sanity += _value; break; case StatsEnum.Spirit: ModifiedStats.Spirit += _value; break; case StatsEnum.Strength: ModifiedStats.Strength += _value; break; case StatsEnum.Willpower: ModifiedStats.Willpower += _value; break; } UpdateDisplay(); }
public void SetSkill(StatsEnum _enum, int _value) { switch (_enum) { case StatsEnum.Agility: BaseStats.Agility = _value; break; case StatsEnum.Combat: BaseStats.Combat = _value; break; case StatsEnum.Corruption: BaseStats.Corruption = _value; break; case StatsEnum.Cunning: BaseStats.Cunning = _value; break; case StatsEnum.CurHealth: BaseStats.CurHealth = _value; break; case StatsEnum.CurSanity: BaseStats.CurSanity = _value; break; case StatsEnum.Defense: BaseStats.Defense = _value; break; case StatsEnum.Grit: BaseStats.Grit = _value; break; case StatsEnum.Health: BaseStats.Health = _value; break; case StatsEnum.Initiative: BaseStats.Initiative = _value; break; case StatsEnum.Lore: BaseStats.Lore = _value; break; case StatsEnum.Luck: BaseStats.Luck = _value; break; case StatsEnum.Melee: BaseStats.Melee = _value; break; case StatsEnum.Ranged: BaseStats.Ranged = _value; break; case StatsEnum.Resistance: BaseStats.Resistance = _value; break; case StatsEnum.Sanity: BaseStats.Sanity = _value; break; case StatsEnum.Spirit: BaseStats.Spirit = _value; break; case StatsEnum.Strength: BaseStats.Strength = _value; break; case StatsEnum.Willpower: BaseStats.Willpower = _value; break; } UpdateDisplay(); SaveStats(); }
public bool ContainsKey(StatsEnum key) { return(stats.ContainsKey(key)); }
private Stats(StatsEnum @enum) { Value = @enum; }
public static string StatsEnumToString(StatsEnum target) { return(CharacterStatProcessor.GetStat(target).GetStatName()); }
public StatChangedMessage(StatsEnum stat, int newValue) { Stat = stat; NewValue = newValue; }