public void EntryEnter(int index) { if (CharacterStats.characterEquipment.weapon == null && index < 3) { return; } images[index].enabled = true; Vector2 pos = transform.GetChild(index).position; obj = ObjectPooler.op.SpawnUI("StatDescription", new Vector2(pos.x, pos.y + 3.5f), transform.parent.parent); StatDescription _text = obj.GetComponent <StatDescription>(); switch (index) { case 0: _text.UpdateText("Total Damage", "Total damage describes how much total damage you will deal with a single swing or a shot of your weapon. This number includes all bonuses from your attributes and items."); break; case 1: _text.UpdateText("Total Critical Hit Chance", "Total critical hit chance of your attacks. This number includes all positive and negative effects from your items and attributes."); break; case 2: _text.UpdateText("Total Attack Speed", "The amount of times your attack can deal damage per second. This number includes all positive and negative effects from your items and attributes."); break; case 3: _text.UpdateText("Total Ammunition", $"Pistol ammo: {TextColor.Return("yellow")}{CharacterStats.pistolAmmo}\n{TextColor.Return()}Rifle / Shotgun ammo: {TextColor.Return("yellow")}{CharacterStats.rifleAmmo}{TextColor.Return()}\nFlamethrower gas: {TextColor.Return("yellow")}{CharacterStats.gasAmmo}"); break; case 4: _text.UpdateText("Total Defense", $"Total combined defense value from all your gear and items. \n\n{TextColor.Return("yellow")}Physical Defense {CharacterStats.totalPhysicalDefense}\n{TextColor.Return("purple")}Spectral Defense {CharacterStats.totalSpectralDefense}\n{TextColor.Return("red")}Fire Defense {CharacterStats.totalFireDefense}"); break; case 5: _text.UpdateText("Total Sight Radius", "Total sight radius of your character. This number includes all positive and negative effects from your items and attributes."); break; case 6: _text.UpdateText("Movement Speed", "Movement speed tells you the current movement speed of your character. This number includes all positive and negative effects from your items and attributes."); break; case 7: _text.UpdateText("Strength", $"Strength affects how much damage you deal with {TextColor.Return("green")}melee{TextColor.Return()} weapons. Strength also {TextColor.Return("green")}increases{TextColor.Return()} your carrying capacity. It also {TextColor.Return("yellow")}slightly increases{TextColor.Return()} your maximum health and stamina."); break; case 8: _text.UpdateText("Dexterity", $"Dexterity affects how much damage you deal with {TextColor.Return("green")}ranged{TextColor.Return()} weapons. Dexterity also {TextColor.Return("green")}increases{TextColor.Return()} your attack speed with all weapons."); break; case 9: _text.UpdateText("Constitution", $"Constitution {TextColor.Return("green")}heavily increases{TextColor.Return()} both your maximum health and stamina. It also {TextColor.Return("yellow")}slightly increases{TextColor.Return()} your carrying capacity."); break; case 10: _text.UpdateText("Perception", $"Perception {TextColor.Return("green")}heavily increases{TextColor.Return()} your chances of scoring a critical hit with any weapon. It also {TextColor.Return("yellow")}slightly increases{TextColor.Return()} your sight range."); break; case 11: _text.UpdateText("Luck", $"Luck {TextColor.Return("green")}increases{TextColor.Return()} your chances of finding weapons, armor and other items. It also {TextColor.Return("yellow")}very slightly increases{TextColor.Return()} your damage and critical hit chance."); break; default: _text.UpdateText("Blaa", "Blaa"); break; } }
public bool Equals(DestinyHistoricalStatsDefinition input) { if (input == null) { return(false); } return (( StatId == input.StatId || (StatId != null && StatId.Equals(input.StatId)) ) && ( Group == input.Group || (Group != null && Group.Equals(input.Group)) ) && ( PeriodTypes == input.PeriodTypes || (PeriodTypes != null && PeriodTypes.SequenceEqual(input.PeriodTypes)) ) && ( Modes == input.Modes || (Modes != null && Modes.SequenceEqual(input.Modes)) ) && ( Category == input.Category || (Category != null && Category.Equals(input.Category)) ) && ( StatName == input.StatName || (StatName != null && StatName.Equals(input.StatName)) ) && ( StatNameAbbr == input.StatNameAbbr || (StatNameAbbr != null && StatNameAbbr.Equals(input.StatNameAbbr)) ) && ( StatDescription == input.StatDescription || (StatDescription != null && StatDescription.Equals(input.StatDescription)) ) && ( UnitType == input.UnitType || (UnitType != null && UnitType.Equals(input.UnitType)) ) && ( IconImage == input.IconImage || (IconImage != null && IconImage.Equals(input.IconImage)) ) && ( MergeMethod == input.MergeMethod || (MergeMethod.Equals(input.MergeMethod)) ) && ( UnitLabel == input.UnitLabel || (UnitLabel != null && UnitLabel.Equals(input.UnitLabel)) ) && ( Weight == input.Weight || (Weight.Equals(input.Weight)) ) && ( MedalTierHash == input.MedalTierHash || (MedalTierHash.Equals(input.MedalTierHash)) )); }