Exemplo n.º 1
0
    public float GetDamageEfficiencySlicing(TypeArmor armorType)
    {
        switch (armorType)
        {
        case TypeArmor.Flesh:
            return(2.0f);

        case TypeArmor.Light:
            return(1.3f);

        case TypeArmor.Medium:
            return(0.8f);

        case TypeArmor.Heavy:
            return(0.6f);

        case TypeArmor.Ethereal:
            return(0.1f);

        case TypeArmor.Magic:
            return(1.0f);

        case TypeArmor.Divine:
            return(0.2f);

        case TypeArmor.Structure:
            return(0.2f);

        default:
            return(1.0f);
        }
    }
Exemplo n.º 2
0
    public float GetDamageEfficiencySiege(TypeArmor armorType)
    {
        switch (armorType)
        {
        case TypeArmor.Flesh:
            return(0.4f);

        case TypeArmor.Light:
            return(0.7f);

        case TypeArmor.Medium:
            return(0.9f);

        case TypeArmor.Heavy:
            return(1.5f);

        case TypeArmor.Ethereal:
            return(2.8f);

        case TypeArmor.Magic:
            return(1.0f);

        case TypeArmor.Divine:
            return(0.2f);

        case TypeArmor.Structure:
            return(3.2f);

        default:
            return(1.0f);
        }
    }
Exemplo n.º 3
0
    public string GetArmorToolTip(TypeArmor tA)
    {
        switch (tA)
        {
        case TypeArmor.Flesh:
            return(fleshArmor_ToolTip);

        case TypeArmor.Light:
            return(lightArmor_ToolTip);

        case TypeArmor.Medium:
            return(mediumArmor_ToolTip);

        case TypeArmor.Heavy:
            return(heavyArmor_ToolTip);

        case TypeArmor.Ethereal:
            return(etherealArmor_ToolTip);

        case TypeArmor.Magic:
            return(magicArmor_ToolTip);

        case TypeArmor.Divine:
            return(divineArmor_ToolTip);

        case TypeArmor.Structure:
            return(structureArmor_ToolTip);

        default:
            Debug.Log("Ej fastställd TypeArmor");
            return("");
        }
    }
Exemplo n.º 4
0
    public float GetDamageEfficiency(TypeDamage damageType, TypeArmor armorType)
    {
        switch (damageType)
        {
        case TypeDamage.Slicing:
            return(GetDamageEfficiencySlicing(armorType));

        case TypeDamage.Blunt:
            return(GetDamageEfficiencyBlunt(armorType));

        case TypeDamage.Piercing:
            return(GetDamageEfficiencyPiercing(armorType));

        case TypeDamage.Magic:
            return(GetDamageEfficiencyMagic(armorType));

        case TypeDamage.Siege:
            return(GetDamageEfficiencySiege(armorType));

        default:
            return(1.0f);
        }
    }
Exemplo n.º 5
0
    public static float CalculateDamage(float damage, TypeProjectTile typeProjectTile, TypeArmor typeArmor)
    {
        float value1 = (float)typeProjectTile; // Преобразовываем значение в float
        float value2 = (float)typeArmor;       // Преобразовываем значение в float

        return(damage * value1 / value2);      // урон умножаем на множетель урона, делим на множетель брони
    }