void labelStatsBase(Base_Stats stats, TextMeshProUGUI text) { if (stats.strength > 0) { text.text += "\n" + stats.strength; } if (stats.agility > 0) { text.text += "\n" + stats.agility; } if (stats.intelligence > 0) { text.text += "\n" + stats.intelligence; } if (stats.willpower > 0) { text.text += "\n" + stats.willpower; } if (stats.perception > 0) { text.text += "\n" + stats.perception; } if (stats.charisma > 0) { text.text += "\n" + stats.charisma; } }
bool boolStatsBase(Base_Stats stats) { if (stats.strength > 0) { return(true); } if (stats.agility > 0) { return(true); } if (stats.intelligence > 0) { return(true); } if (stats.willpower > 0) { return(true); } if (stats.perception > 0) { return(true); } if (stats.charisma > 0) { return(true); } return(false); }
void PartRequires(Base_Stats stats) { if (boolStatsBase(stats)) { var obj = Instantiate(PartsInfo.PanelList, this.transform, true); labelStatsBase(stats, obj.GetComponent <InfoList>().Text[0]); } }
void ViewBasePrecent(Base_Stats selected) { selected.strength = EditorGUILayout.IntField("Strength %", selected.strength); selected.agility = EditorGUILayout.IntField("Agility %", selected.agility); selected.intelligence = EditorGUILayout.IntField("Intelligence %", selected.intelligence); selected.willpower = EditorGUILayout.IntField("Willpower %", selected.willpower); selected.perception = EditorGUILayout.IntField("Perception %", selected.perception); selected.charisma = EditorGUILayout.IntField("Charisma %", selected.charisma); }
void PrecentBase(Base_Stats stat) { currentStats.Base.agility += (int)(currentStats.Base.agility * (float)stat.agility / 100f); currentStats.Base.charisma += (int)(currentStats.Base.charisma * (float)stat.charisma / 100f); currentStats.Base.intelligence += (int)(currentStats.Base.intelligence * (float)stat.intelligence / 100f); currentStats.Base.perception += (int)(currentStats.Base.perception * stat.perception / 100f); currentStats.Base.strength += (int)(currentStats.Base.strength * stat.strength / 100f); currentStats.Base.willpower += (int)(currentStats.Base.willpower * stat.willpower / 100f); }
void CalculateBase(Base_Stats stat) { currentStats.Base.agility += stat.agility; currentStats.Base.charisma += stat.charisma; currentStats.Base.intelligence += stat.intelligence; currentStats.Base.perception += stat.perception; currentStats.Base.strength += stat.strength; currentStats.Base.willpower += stat.willpower; }
public static void ViewBase(Base_Stats selected) { selected.strength = EditorGUILayout.IntField("Strength", selected.strength); selected.agility = EditorGUILayout.IntField("Agility", selected.agility); selected.intelligence = EditorGUILayout.IntField("Intelligence", selected.intelligence); selected.willpower = EditorGUILayout.IntField("Willpower", selected.willpower); selected.perception = EditorGUILayout.IntField("Perception", selected.perception); selected.charisma = EditorGUILayout.IntField("Charisma", selected.charisma); }
public static CharacterStats CalculateBase(CharacterStats current, Base_Stats stat) { current.Base.agility += stat.agility; current.Base.charisma += stat.charisma; current.Base.intelligence += stat.intelligence; current.Base.perception += stat.perception; current.Base.strength += stat.strength; current.Base.willpower += stat.willpower; return(current); }
static CharacterStats PrecentBase(CharacterStats current, Base_Stats stat) { current.Base.agility += (int)(current.Base.agility * (float)stat.agility / 100f); current.Base.charisma += (int)(current.Base.charisma * (float)stat.charisma / 100f); current.Base.intelligence += (int)(current.Base.intelligence * (float)stat.intelligence / 100f); current.Base.perception += (int)(current.Base.perception * stat.perception / 100f); current.Base.strength += (int)(current.Base.strength * stat.strength / 100f); current.Base.willpower += (int)(current.Base.willpower * stat.willpower / 100f); return(current); }
public Stats() { Base = new Base_Stats(); Battle = new Battle_Stats(); Ability = new Ability_Stats(); Equipment = new Equipment_Stats(); Resistance = new Resistance_Stats(); Other = new Other_Stats(); AtkState = new List <State_Rate>(); ResistState = new List <State_Rate>(); }
public void UpdateStats() { Base = new Base_Stats(); Battle = new Battle_Stats(); Ability = new Ability_Stats(); Equipment = new Equipment_Stats(); Resistance = new Resistance_Stats(); Other = new Other_Stats(); AtkState = new List <State_Rate>(); ResistState = new List <State_Rate>(); dmgWeapons[0] = new DmgWeapon(); dmgWeapons[1] = new DmgWeapon(); }
public IArmor(IArmor item) { ACategory = item.ACategory; Stats.AddStats(item.Stats); Requires = item.Requires; Weight = item.Weight; Runes = item.Runes; Name = item.Name; Icon = item.Icon; Category = item.Category; Description = item.Description; Value = item.Value; Stack = item.Stack; Stage = item.Stage; }
public IWeapon(IWeapon item) { WCategory = item.WCategory; WType = item.WType; FullAttackElement = item.FullAttackElement; OtherAttackElement = item.OtherAttackElement; Stats.AddStats(item.Stats); Piercing = item.Piercing; Piercing_Precent = item.Piercing_Precent; Requires = item.Requires; MissileFlight = item.MissileFlight; Weight = item.Weight; Runes = new List <int>(item.Runes); Ammunition = new AmmunitionType(item.Ammunition); Name = item.Name; Icon = item.Icon; Category = item.Category; Description = item.Description; Value = item.Value; Stack = item.Stack; Stage = item.Stage; }
public Precent_Stats() { Base = new Base_Stats(); Battle = new Battle_Stats(); Other = new Other_Stats(); }