public static ICombatStat[] Create(ICharacteristicController characteristicController, ICombatStat[] combatStats) { combatStats[0] = new WarriorStat(CombatStatType.CriticalStrikeChance, characteristicController.Attributes.Agility, characteristicController.Attributes.NULL); combatStats[1] = new WarriorStat(CombatStatType.DodgeChance, characteristicController.Attributes.Agility, characteristicController.Attributes.NULL); combatStats[2] = new WarriorStat(CombatStatType.PhysicalDamage, characteristicController.Attributes.Strength, characteristicController.Attributes.Agility); combatStats[3] = new WarriorStat(CombatStatType.MagicalDamage, characteristicController.Attributes.Wisdom, characteristicController.Attributes.Agility); combatStats[4] = new WarriorStat(CombatStatType.MovementSpeed, characteristicController.Attributes.Agility, characteristicController.Attributes.NULL); combatStats[5] = new WarriorStat(CombatStatType.AttackSpeed, characteristicController.Attributes.Agility, characteristicController.Attributes.NULL); combatStats[6] = new WarriorStat(CombatStatType.PhysicalDefense, characteristicController.Attributes.Endurance, characteristicController.Attributes.Strength); combatStats[7] = new WarriorStat(CombatStatType.MagicDefense, characteristicController.Attributes.Wisdom, characteristicController.Attributes.NULL); combatStats[8] = new WarriorStat(CombatStatType.MaxHealth, characteristicController.Attributes.Endurance, characteristicController.Attributes.Strength); combatStats[9] = new WarriorStat(CombatStatType.Health_RegenerationRate, characteristicController.Attributes.Strength, characteristicController.Attributes.Wisdom); combatStats[10] = new WarriorStat(CombatStatType.M_E_F_Base, characteristicController.Attributes.Strength, characteristicController.Attributes.NULL); combatStats[11] = new WarriorStat(CombatStatType.M_E_F_RegenerationRate, characteristicController.Attributes.Agility, characteristicController.Attributes.Endurance); combatStats[12] = new WarriorStat(CombatStatType.Stamina_Base, characteristicController.Attributes.Endurance, characteristicController.Attributes.NULL); combatStats[13] = new WarriorStat(CombatStatType.Stamina_RegenerationRate, characteristicController.Attributes.Endurance, characteristicController.Attributes.NULL); return(combatStats); }
void Start() { character = GetComponent <Character>(); characteristicController = character.CharacteristicController; leagueType = character.CharacterSheet.League.LeagueType; primaryAttributeEffectiveness = CharacteristicsManager.Instance.LeagueSettings[character.CharacterSheet.League.LeagueType].primaryAttributeGlobalModifier; secondaryAttributeEffectiveness = CharacteristicsManager.Instance.LeagueSettings[character.CharacterSheet.League.LeagueType].secondaryAttributeGlobalModifier; }
public static ICombatStatsHandler Create(ICharacteristicController characteristicController, ICharacterLeague leagueType) { GenerateCombatStats(characteristicController, leagueType); if (_combatStats != null) { return(new CombatStatsHandler(_combatStats)); } Logger.Say("Null list received by CharacterStatHandler Factory."); return(null); }
public ICharacter Construct(ICharacteristicController characteristicController) { CharacteristicController = characteristicController; health = new UnitHealth(this); gameobject = this.gameObject; CharacteristicController.Attributes.UpdateAttribute(AttributeType.Agility, 1); CharacteristicController.Attributes.UpdateAttribute(AttributeType.Strength, 1); CharacteristicController.Attributes.UpdateAttribute(AttributeType.Wisdom, 1); CharacteristicController.Attributes.UpdateAttribute(AttributeType.Endurance, 1); return(this); }
public abstract ICombatStat[] GenerateCombatStats(ICharacteristicController characteristicController, ICombatStat[] emptyArrayToPopulate);
private static void GenerateCombatStats(ICharacteristicController characteristicController, ICharacterLeague leagueType) { _combatStats = leagueType.GenerateCombatStats(characteristicController, _combatStats); }
public override ICombatStat[] GenerateCombatStats(ICharacteristicController characteristicController, ICombatStat[] emptyArrayToPopulate) { return(RogueCombatStatFactory.Create(characteristicController, emptyArrayToPopulate)); }