public void DecreaseAttribute(int value, Global.Attribute attribute) { switch (attribute) { case Global.Attribute.Health: currentHealth -= value; break; case Global.Attribute.Mana: currentMana -= value; break; case Global.Attribute.Attack: currentAttack -= value; break; case Global.Attribute.Defense: currentDefense -= value; break; case Global.Attribute.SpecialAttack: currentSpecialAttack -= value; break; case Global.Attribute.SpecialDefense: currentSpecialDefense -= value; break; case Global.Attribute.Speed: currentSpeed -= value; break; case Global.Attribute.CriticalChance: currentCriticalChance -= value; break; } }
public void IncreaseAttribute(int value, Global.Attribute attribute) { switch (attribute) { case Global.Attribute.Health: if ((currentHealth + value < GetMaximumHealth())) { currentHealth += value; } else { currentHealth = GetMaximumHealth(); } if (state == Global.State.Dead) { state = Global.State.None; } break; case Global.Attribute.Mana: if ((currentMana + value < GetMaximumMana())) { currentMana += value; } else { currentMana = GetMaximumMana(); } break; case Global.Attribute.Attack: currentAttack += value; break; case Global.Attribute.Defense: currentDefense += value; break; case Global.Attribute.SpecialAttack: currentSpecialAttack += value; break; case Global.Attribute.SpecialDefense: currentSpecialDefense += value; break; case Global.Attribute.Speed: currentSpeed += value; break; case Global.Attribute.CriticalChance: currentCriticalChance += value; break; } battleGUIManager.DisplayDamage(value, GetTopPosition(), Color.green); }