/// <summary> /// Creates a new weapon with specified name and attributes. /// </summary> public Weapon(WeaponProperties data, CombatProperties propes, Attributes attri, StatusEffectProperties effect) { WeaponData = data; CombatProperties = propes; Attributes = attri; Effect = effect; }
public void ResetCombat(bool isInitiator) { if (combatProperties == null) { combatProperties = new CombatProperties(); } combatProperties.Reset(); combatProperties.specialCooldownCount = specialCooldown; //forecast value combatProperties.currentHP = HP.currentValue; // forecast value combatProperties.isInitiator = isInitiator; foreach (UnitStat stat in Stats.Values) { stat.ResetCombatModifiers(); } }