Пример #1
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 #2
0
 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;
 }
Пример #3
0
 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);
 }
Пример #4
0
 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);
 }
Пример #5
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 #6
0
 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);
 }
Пример #7
0
 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 + " %";
     }
 }