public static PlayerSpecifications Create(byte strength, byte stamina, byte intelligence, byte agility) { PlayerSpecifications result = new PlayerSpecifications(); result.strength = strength; result.stamina = stamina; result.intelligence = intelligence; result.agility = agility; return result; }
//private float timeStamp; void Start() { states = new PlayerStates(); damage = new PlayerStates(); specifications = new PlayerSpecifications(); specifications.strength = 3; specifications.stamina = 4; specifications.intelligence = 0; specifications.agility = 4; damage.health = 50f; // урон в 2 ед. states.damageMelee = 2f; states.chanceCriticalDamageMelee = 0.05f; states.criticalDamageMelee = 0.2f; states.health = 30f; states.maxHealth = 30f; base.OnStart(); }
/// <summary> /// Возвращает полученный и "усвоенный" урон /// </summary> /// <param name="defenderStates">Статы защищающейся стороны</param> /// <param name="defenderSpecifications">навыки защищающейся стороны</param> /// <param name="damage">урон-по умолчанию, который сторона получает</param> /// <returns>Возвращает полученный урон</returns> public static PlayerStates doProtection(PlayerStates defenderStates, PlayerSpecifications defenderSpecifications, PlayerStates damage) { return damage; }
/// <summary> /// Урон, который посылает атакующая сторона /// </summary> /// <param name="attackerStates">статы атакующей стороны</param> /// <param name="attackerSpecifications">характеристики атакующей стороны</param> /// <param name="defaultAttack">значение атаки-по умолчанию предмета</param> /// <returns>Возвращает наносимый урон</returns> public static PlayerStates createDamage(PlayerStates attackerStates, PlayerSpecifications attackerSpecifications, PlayerStates defaultAttack) { return defaultAttack; }
public static float getMaxPickUpMass(PlayerSpecifications specifications) { return specifications.strength * 10.0f + specifications.intelligence * 10.0f; }