Пример #1
0
 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;
     }
 }
Пример #2
0
 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);
 }
Пример #3
0
 void PartRequires(Base_Stats stats)
 {
     if (boolStatsBase(stats))
     {
         var obj = Instantiate(PartsInfo.PanelList, this.transform, true);
         labelStatsBase(stats, obj.GetComponent <InfoList>().Text[0]);
     }
 }
Пример #4
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);
 }
Пример #5
0
 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);
 }
Пример #6
0
 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;
 }
Пример #7
0
 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);
 }
Пример #8
0
 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);
 }
Пример #9
0
 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);
 }
Пример #10
0
 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>();
 }
Пример #11
0
    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();
    }
Пример #12
0
    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;
    }
Пример #13
0
 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;
 }
Пример #14
0
 public Precent_Stats()
 {
     Base   = new Base_Stats();
     Battle = new Battle_Stats();
     Other  = new Other_Stats();
 }