public void Update(GameFightMinimalStats stats) { if (stats == null) throw new ArgumentNullException("stats"); Health = stats.lifePoints; MaxHealth = stats.maxLifePoints; CurrentAP = stats.actionPoints; CurrentMP = stats.movementPoints; this[PlayerField.AP] = stats.maxActionPoints; this[PlayerField.MP] = stats.maxMovementPoints; this[PlayerField.PermanentDamagePercent] = stats.permanentDamagePercent; this[PlayerField.TackleBlock] = stats.tackleBlock; this[PlayerField.TackleEvade] = stats.tackleEvade; this[PlayerField.DodgeAPProbability] = stats.dodgePALostProbability; this[PlayerField.DodgeMPProbability] = stats.dodgePMLostProbability; this[PlayerField.NeutralResistPercent] = stats.neutralElementResistPercent; this[PlayerField.EarthResistPercent] = stats.earthElementResistPercent; this[PlayerField.WaterResistPercent] = stats.waterElementResistPercent; this[PlayerField.AirResistPercent] = stats.airElementResistPercent; this[PlayerField.FireResistPercent] = stats.fireElementResistPercent; this[PlayerField.NeutralElementReduction] = stats.neutralElementReduction; this[PlayerField.EarthElementReduction] = stats.earthElementReduction; this[PlayerField.WaterElementReduction] = stats.waterElementReduction; this[PlayerField.AirElementReduction] = stats.airElementReduction; this[PlayerField.FireElementReduction] = stats.fireElementReduction; InvisibilityState = (GameActionFightInvisibilityStateEnum) stats.invisibilityState; }
public MinimalStats(GameFightMinimalStats stats) { Update(stats); }
public void Update(GameFightMinimalStats stats) { if (stats == null) throw new ArgumentNullException("stats"); //Summoner = stats.summoner; already processed at MonsterFighter / CharacterFighter level //Summoned = stats.summoned; Health = stats.lifePoints; MaxHealth = stats.maxLifePoints; MaxHealthBase = stats.baseMaxLifePoints; CurrentAP = stats.actionPoints; CurrentMP = stats.movementPoints; MaxAP = stats.maxActionPoints; MaxMP = stats.maxMovementPoints; PermanentDamagePercent = stats.permanentDamagePercent; TackleBlock = stats.tackleBlock; TackleEvade = stats.tackleEvade; DodgeAPProbability = stats.dodgePALostProbability; DodgeMPProbability = stats.dodgePMLostProbability; NeutralResistPercent = stats.neutralElementResistPercent; EarthResistPercent = stats.earthElementResistPercent; WaterResistPercent = stats.waterElementResistPercent; AirResistPercent = stats.airElementResistPercent; FireResistPercent = stats.fireElementResistPercent; NeutralElementReduction = stats.neutralElementReduction; EarthElementReduction = stats.earthElementReduction; WaterElementReduction = stats.waterElementReduction; AirElementReduction = stats.airElementReduction; FireElementReduction = stats.fireElementReduction; //logger.Debug("{0}/{1} AP, {2}/{3} MP, {4}/{5} HP", CurrentAP, MaxAP, CurrentMP, MaxMP, Health, MaxHealth); InvisibilityState = (GameActionFightInvisibilityStateEnum)stats.invisibilityState; }
public void Update(GameFightMinimalStats stats) { if (stats == null) throw new ArgumentNullException("stats"); Health = stats.lifePoints; MaxHealth = stats.maxLifePoints; MaxHealthBase = stats.baseMaxLifePoints; InvisibilityState = (GameActionFightInvisibilityStateEnum) stats.invisibilityState; this[PlayerField.AP].Update(stats.actionPoints); this[PlayerField.MP].Update(stats.movementPoints); this[PlayerField.PermanentDamagePercent].Update(stats.permanentDamagePercent); this[PlayerField.TackleBlock].Update(stats.tackleBlock); this[PlayerField.TackleEvade].Update(stats.tackleEvade); this[PlayerField.DodgeAPProbability].Update(stats.dodgePALostProbability); this[PlayerField.DodgeMPProbability].Update(stats.dodgePMLostProbability); this[PlayerField.NeutralResistPercent].Update(stats.neutralElementResistPercent); this[PlayerField.EarthResistPercent].Update(stats.earthElementResistPercent); this[PlayerField.WaterResistPercent].Update(stats.waterElementResistPercent); this[PlayerField.AirResistPercent].Update(stats.airElementResistPercent); this[PlayerField.FireResistPercent].Update(stats.fireElementResistPercent); this[PlayerField.NeutralElementReduction].Update(stats.neutralElementReduction); this[PlayerField.EarthElementReduction].Update(stats.earthElementReduction); this[PlayerField.WaterElementReduction].Update(stats.waterElementReduction); this[PlayerField.AirElementReduction].Update(stats.airElementReduction); this[PlayerField.FireElementReduction].Update(stats.fireElementReduction); OnPropertyChanged(Binding.IndexerName); }
public void Update(GameFightMinimalStats stats) { if (stats == null) throw new ArgumentNullException("stats"); Health = stats.lifePoints; MaxHealth = stats.maxLifePoints; CurrentAP = stats.actionPoints; CurrentMP = stats.movementPoints; MaxAP = stats.maxActionPoints; MaxMP = stats.maxMovementPoints; PermanentDamagePercent = stats.permanentDamagePercent; TackleBlock = stats.tackleBlock; TackleEvade = stats.tackleEvade; DodgeAPProbability = stats.dodgePALostProbability; DodgeMPProbability = stats.dodgePMLostProbability; NeutralResistPercent = stats.neutralElementResistPercent; EarthResistPercent = stats.earthElementResistPercent; WaterResistPercent = stats.waterElementResistPercent; AirResistPercent = stats.airElementResistPercent; FireResistPercent = stats.fireElementResistPercent; NeutralElementReduction = stats.neutralElementReduction; EarthElementReduction = stats.earthElementReduction; WaterElementReduction = stats.waterElementReduction; AirElementReduction = stats.airElementReduction; FireElementReduction = stats.fireElementReduction; InvisibilityState = (GameActionFightInvisibilityStateEnum) stats.invisibilityState; }