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>(); }
void CalculateResistance(Resistance_Stats stat) { currentStats.Resistance.darkness += stat.darkness; currentStats.Resistance.demonic += stat.demonic; currentStats.Resistance.earth += stat.earth; currentStats.Resistance.fire += stat.fire; currentStats.Resistance.light += stat.light; currentStats.Resistance.physical += stat.physical; currentStats.Resistance.poison += stat.poison; currentStats.Resistance.water += stat.water; currentStats.Resistance.wind += stat.wind; }
public static void ViewResist(Resistance_Stats selected) { selected.physical = EditorGUILayout.IntField("Physical", selected.physical); selected.fire = EditorGUILayout.IntField("Fire", selected.fire); selected.water = EditorGUILayout.IntField("Water", selected.water); selected.earth = EditorGUILayout.IntField("Earth", selected.earth); selected.wind = EditorGUILayout.IntField("Wind", selected.wind); selected.poison = EditorGUILayout.IntField("Poison", selected.poison); selected.darkness = EditorGUILayout.IntField("Darkness", selected.darkness); selected.light = EditorGUILayout.IntField("Light", selected.light); selected.demonic = EditorGUILayout.IntField("Demonic", selected.demonic); }
public static CharacterStats CalculateResistance(CharacterStats current, Resistance_Stats stat) { current.Resistance.darkness += stat.darkness; current.Resistance.demonic += stat.demonic; current.Resistance.earth += stat.earth; current.Resistance.fire += stat.fire; current.Resistance.light += stat.light; current.Resistance.physical += stat.physical; current.Resistance.poison += stat.poison; current.Resistance.water += stat.water; current.Resistance.wind += stat.wind; return(current); }
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(); }
bool boolStatsResistance(Resistance_Stats stats) { if (stats.physical > 0) { return(true); } if (stats.fire > 0) { return(true); } if (stats.water > 0) { return(true); } if (stats.earth > 0) { return(true); } if (stats.wind > 0) { return(true); } if (stats.poison > 0) { return(true); } if (stats.darkness > 0) { return(true); } if (stats.light > 0) { return(true); } if (stats.demonic > 0) { return(true); } return(false); }
void labelStatsResistance(Resistance_Stats stats, TextMeshProUGUI text) { if (stats.physical > 0) { text.text += "\n" + stats.physical + " %"; } if (stats.fire > 0) { text.text += "\n" + stats.fire + " %"; } if (stats.water > 0) { text.text += "\n" + stats.water + " %"; } if (stats.earth > 0) { text.text += "\n" + stats.earth + " %"; } if (stats.wind > 0) { text.text += "\n" + stats.wind + " %"; } if (stats.poison > 0) { text.text += "\n" + stats.poison + " %"; } if (stats.darkness > 0) { text.text += "\n" + stats.darkness + " %"; } if (stats.light > 0) { text.text += "\n" + stats.light + " %"; } if (stats.demonic > 0) { text.text += "\n" + stats.demonic + " %"; } }