/// <summary> /// Обновление характеристик персонажа /// </summary> public void StatsUpdate() { this.Stats.MaxHealth = LevelSystem.HealthbyLevel(this.Stats.Level); this.Stats.Armor = 0; if (helmet != null) { this.Stats.AdditionalHealth += helmet.armorStats.Health; this.Stats.Armor += helmet.armorStats.Armor; } if (chest != null) { this.Stats.AdditionalHealth += chest.armorStats.Health; this.Stats.Armor += chest.armorStats.Armor; } if (pants != null) { this.Stats.AdditionalHealth += pants.armorStats.Health; this.Stats.Armor += pants.armorStats.Armor; } if (boots != null) { this.Stats.AdditionalHealth += boots.armorStats.Health; this.Stats.Armor += boots.armorStats.Armor; } if (wrist != null) { this.Stats.AdditionalHealth += wrist.armorStats.Health; this.Stats.Armor += wrist.armorStats.Armor; } }
/// <summary> /// Вычесть опыт персонажа /// </summary> /// <param name="count">Количество опыта</param> public void SubstractXp(int count) { Stats.Xp -= count; while (Stats.Xp < 0) { Stats = LevelSystem.LevelDown(Stats, -Stats.Xp); } }
/// <summary> /// Добавить опыт персонажа /// </summary> /// <param name="count">Количество опыта</param> public void AddingXp(int count) { Stats.Xp += count; while (Stats.Xp >= Stats.MaxXp) { Stats = LevelSystem.LevelUp(Stats, Stats.Xp - Stats.MaxXp); } }