public StatsSave GetStats() { StatsSave stats = new StatsSave(); //combat stats stats.currentHP = H_currentHealth; stats.maxHP = H_maxHealth; stats.bonusHP = P_healthBonus; stats.bonusHPPercent = P_healthBonusPercent; stats.currentStamina = H_currentStamina; stats.maxStamina = H_maxStamina; stats.bonusStamina = P_staminaBonus; stats.bonusStaminaPercent = P_staminaBonusPercent; stats.staminaRegenRate = H_staminaRegenRate; stats.healthRegenRate = H_healthRegenRate; stats.attackValue = H_attackValue; stats.attackBonus = P_attackBonus; stats.defenseValue = H_defenseValue; stats.defenseBonus = P_defenseBonus; // Attack elements stats stats.normalResistance = H_normalResistance; stats.fireResistance = H_fireResistance; stats.iceResistance = H_iceResistance; stats.poisonResistance = H_poisonResistance; stats.lightningResistance = H_lightningResistance; // Character general stats stats.currentEssence = H_currentEssence; stats.currentLevel = H_currentLevel; return(stats); }
public bool SetStats(StatsSave stats) { //SHOULDN'T ACTUALLY APPLY THEM //TODO : ACTUALLY APPLY THEM // Character combat stats H_currentHealth = stats.currentHP; H_maxHealth = stats.maxHP; H_currentStamina = stats.currentStamina; H_maxStamina = stats.maxStamina; H_staminaRegenRate = stats.staminaRegenRate; H_healthRegenRate = stats.healthRegenRate; H_attackValue = stats.attackValue; P_attackBonus = stats.attackBonus; H_defenseValue = stats.defenseValue; P_defenseBonus = stats.defenseBonus; // Attack elements stats H_normalResistance = stats.normalResistance; H_fireResistance = stats.fireResistance; H_iceResistance = stats.iceResistance; H_poisonResistance = stats.poisonResistance; H_lightningResistance = stats.lightningResistance; // Character general stats H_currentEssence = stats.currentEssence; H_currentLevel = stats.currentLevel; UpdateStats(); return(true); }
public StatsSave GetStats() { StatsSave stats = new StatsSave(); //combat stats stats.currentHP = H_currentHealth; stats.maxHP = H_maxHealth; stats.bonusHP = P_healthBonus; stats.bonusHPPercent = P_healthBonusPercent; stats.currentStamina = H_currentStamina; stats.maxStamina = H_maxStamina; stats.bonusStamina = P_staminaBonus; stats.bonusStaminaPercent = P_staminaBonusPercent; stats.staminaRegenRate = H_staminaRegenRate; stats.healthRegenRate = H_healthRegenRate; stats.attackValue = H_attackValue; stats.attackBonus = P_attackBonus; stats.defenseValue = H_defenseValue; stats.defenseBonus = P_defenseBonus; // Attack elements stats stats.normalResistance = H_normalResistance; stats.fireResistance = H_fireResistance; stats.iceResistance = H_iceResistance; stats.poisonResistance = H_poisonResistance; stats.lightningResistance = H_lightningResistance; // Character general stats stats.currentEssence = H_currentEssence; stats.currentLevel = H_currentLevel; return stats; }
void Awake() { if (S == null) { S = this; DontDestroyOnLoad(this.gameObject); } else { Destroy(this.gameObject); } SetStats(); }
//This is called when a player enters a door to change locations //It saves what needs to be transfered over to the next room //Such as player's stats and statuses //As well as the room he's about to enter public void EnterDoor(Door door) { _hasSavedStats = true; _lastStats = _lePersonnage.GetStats(); _StatusEffects.Clear(); StatusEffect[] statusEf = FindObjectsOfType(typeof(StatusEffect)) as StatusEffect[]; foreach (StatusEffect se in statusEf) { if (se.GetHost() == _lePersonnage.GetComponent <BattleObject>()) { se.Pause(); _StatusEffects.Add(se); } else { Destroy(se.gameObject); } } BattleInterface.Instance.UnInitialize(); _nextDoor = door.DoorCode; Application.LoadLevel(door.LevelName); }
public bool SetStats(StatsSave stats) { //SHOULDN'T ACTUALLY APPLY THEM //TODO : ACTUALLY APPLY THEM // Character combat stats H_currentHealth = stats.currentHP; H_maxHealth = stats.maxHP; H_currentStamina = stats.currentStamina; H_maxStamina = stats.maxStamina; H_staminaRegenRate = stats.staminaRegenRate; H_healthRegenRate = stats.healthRegenRate; H_attackValue = stats.attackValue; P_attackBonus = stats.attackBonus; H_defenseValue = stats.defenseValue; P_defenseBonus = stats.defenseBonus; // Attack elements stats H_normalResistance = stats.normalResistance; H_fireResistance = stats.fireResistance; H_iceResistance = stats.iceResistance; H_poisonResistance = stats.poisonResistance; H_lightningResistance = stats.lightningResistance; // Character general stats H_currentEssence = stats.currentEssence; H_currentLevel = stats.currentLevel; UpdateStats(); return true; }