public void UpdateTheStats() { Debug.Log("updatestats"); float tempShotDamage = 0f; float tempShotArc = 0f; float tempShotRange = 0f; float tempShotSpeed = 0f; float tempMoveSpeed = 0f; float tempBarSize = 0f; float tempShotVamp = 0f; int tempNumPickups = 0; int tempNumShots = 0; foreach (GameObject upgrade in currentUpgrades) { UpgradeStats stats = upgrade.GetComponent <UpgradeStats>(); tempMoveSpeed += stats.moveSpeedBonus; tempShotDamage += stats.shotDamageBonus; tempShotSpeed += stats.shotSpeedBonus; tempShotArc += stats.shotArcBonus; tempShotRange += stats.shotRangeBonus; tempBarSize += stats.barSizeBonus; tempNumShots += stats.numShotsBonus; tempNumPickups += stats.numPickupsBonus; } currentMoveSpeed = tempMoveSpeed + startMoveSpeed; currentShotDamage = tempShotDamage + startShotDamage; currentShotSpeed = tempShotSpeed + startShotSpeed; currentShotArc = tempShotArc + startShotArc; currentShotRange = tempShotRange + startShotRange; currentBarSize = tempBarSize + startBarSize; currentNumShots = tempNumShots + startNumShots; currentNumPickups = tempNumPickups + startNumPickups; }
public void Attacked(UpgradeStats stats, BaseBullet.damageTypes damageType) { TakeDamage(stats.damage, damageType); EffectCheck(stats); Armor += stats.armorReduce; HPReg += stats.hpRegReduce; }
public static void InstanceBullet(Transform spawnTransform, float speed, GameObject prefab, movementPaten movement = movementPaten.line) { if (inActiveBullets == null) { inActiveBullets = new Dictionary <string, Queue <GameObject> >(); } BulletScript bulletStats; if (inActiveBullets.Count == 0) { GameObject bullet = Instantiate(prefab, spawnTransform.position, spawnTransform.rotation); bulletStats = bullet.AddComponent <BulletScript>(); } else { bulletStats = inActiveBullets[prefab.ToString()].Dequeue().GetComponent <BulletScript>(); } UpgradeStats stat = new UpgradeStats(); stat.damage = 5; bulletStats.prefabName = prefab.ToString(); bulletStats.setStats = stat; bulletStats.damageType = BaseBullet.damageTypes.medium; bulletStats.setMovementPatern = movementPaten.line; bulletStats.speed = speed; }
protected float GetCurrentStatInfo(UpgradeStats upgrades) { // Gets the coresponding player stat switch (upgrades) { default: case UpgradeStats.ArmourUpgrade: return(playerStats.GetPlayerDefence()); case UpgradeStats.HealthUpgrade: return(playerStats.GetPlayerMaxHealth()); case UpgradeStats.AgilityUpgrade: return(playerStats.GetPlayerMovementSpeed()); case UpgradeStats.JumpingUpgrade: return(playerStats.GetPlayerNumberOfJumps()); case UpgradeStats.WeaponUpgrade: return(playerStats.GetPlayerDamage()); case UpgradeStats.RangedUpgrade: return(playerStats.GetPlayerRangedDamage()); } }
public void setStat(UpgradeStat stat, UpgradeStatContainer stats) { this.stat = stat; abilityStats = stats; //update to current value Slider.sliderValue = abilityStats.Data[stat] / 10f; NameLabel.text = (UpgradeStats.getUpgradeName(stat)).ToUpper(); }
public UpgradeStats GetUpgradeStats() { UpgradeStats stats = new UpgradeStats(); stats.SetStandartStats(range, duration, damage, attackRate, projectileSpeed); stats.SetEffectStats(slow, DOT, splash, leech, curse, armorReduce, hpRegReduce); return(stats); }
protected override void SetStats(int val) { if (val >= UpgradeLevels.Length) { return; } UpgradeStats upgStats = UpgradeLevels[val]; this.stats = new AttackStats(upgStats.velocity, upgStats.damage, upgStats.damagePerSecond, upgStats.damageDuration, upgStats.slowDuration, upgStats.slow, stunDuration, upgStats.radius, this.gameObject); this.range = upgStats.range; this.attackSpeed = upgStats.attackSpeed; this.targetCount = upgStats.targetCount; }
protected override void SetStats(int val) { if (val >= UpgradeLevels.Length) { return; } UpgradeStats upgStats = UpgradeLevels[val]; this.stats = new AttackStats(0, upgStats.damage, upgStats.damagePerSecond, upgStats.damageDuration, upgStats.slowDuration, upgStats.slow, stunDuration, 0, this.gameObject); this.range = upgStats.range; this.attackSpeed = upgStats.attackSpeed; hitAnimationObject.transform.parent.localScale = Vector3.one * upgStats.range; }
public float CalculateUpgradedStat(byte stat, byte level, byte health = 0xFF) { byte s = Helper.Clamp(stat, (byte)0, (byte)14); float bs = stats[s]; if (Upgrade.MapFromStat.ContainsKey(s)) { UpgradeStats u = Upgrade.Stats[Upgrade.MapFromStat[s]]; return(u.CalculateStat(bs, level, health)); } else { return(bs); } }
public void PlusTwoUpgradeStats(UpgradeStats stats) { range += stats.range; duration += stats.duration; damage += stats.damage; attackRate += stats.attackRate; projectileSpeed += stats.projectileSpeed; slow += stats.slow; DOT += stats.DOT; splash += stats.splash; leech += stats.leech; curse += stats.curse; armorReduce += stats.armorReduce; hpRegReduce += stats.hpRegReduce; }
public void BuyUpgrade(int upgradeType) { int upgradeCurrentLevel = 0; switch (upgradeType) { case 0: upgradeCurrentLevel = clickLevel; clickLevel++; break; case 1: upgradeCurrentLevel = amountLevel; amountLevel++; break; case 2: upgradeCurrentLevel = rateLevel; rateLevel++; break; default: break; } if (upgradeCurrentLevel < 4 && ScoreAmount.Score >= UpgradePrices.GetPrice(upgradeCurrentLevel)) { scoreManager.ChangeScore(-UpgradePrices.GetPrice(upgradeCurrentLevel)); switch (upgradeType) { case 0: UpgradeStats.UpgradeClickPower(); break; case 1: UpgradeStats.UpgradeAmount(); break; case 2: UpgradeStats.UpgradeRate(); break; default: break; } } UpdatePrices(); }
private void Start() { SaveData saveData = SaveSystem.LoadData(); if (saveData != null) { Coins = saveData.coins; Keys = saveData.keys; TopBar.UpdateCoins(current._coins); TopBar.UpdateKeys(current._keys); UpgradeStats.LoadStats(saveData); FightStage.bossHealthLeft = saveData.bossHealthLeft; FightStage.defendersLeft = saveData.defendersLeft; CollectableObjectContainer.keys = saveData.collectedKeys; } }
// Use this for initialization void Awake() { upgrade = this; _hero = PlayerPrefs.GetInt("Hero"); switch (_hero) { case 0: break; case 1: break; case 2: health = SpartanStatistics.control._health; armor = SpartanStatistics.control._armor; energy = SpartanStatistics.control._energy; spearAmount = SpartanStatistics.control._spearAmount; currency = SpartanStatistics.control._currency; break; case 3: break; } }
private void EffectCheck(UpgradeStats stats) { if (stats.duration > 0) { if (stats.slow > 0 && stats.slow < slowAmount) { StopCoroutine("SlowTimer"); StartCoroutine(SlowTimer(stats.duration, stats.slow)); } if (stats.DOT > 0 && stats.DOT > dotAmount) { StopCoroutine("DamageOverTime"); StartCoroutine(DamageOverTime(stats.duration, stats.DOT)); } if (stats.curse > 0 && stats.curse > curseAmount) { StopCoroutine("CurseDuration"); StartCoroutine(CurseDuration(stats.duration, stats.DOT)); } } }
public void SetBaseBullet(UpgradeStats stats, Transform target, damageTypes bulletDamageType) { this.stats = stats; this.target = target; myDamageType = bulletDamageType; }
public void SetBullet(UpgradeStats stats, float rotaionspeed, Transform target, damageTypes myDamageType) { this.rotationspeed = rotaionspeed; SetBaseBullet(stats, target, myDamageType); }
public void UpdateRange(UpgradeStats stat) { collider.height = stat.range * 3; collider.radius = stat.range * 2; }