public static Modifier CreateModifier( uint id, int timeactive, GameEnums.Modifier formula, float modifierValue, float modifierMinValue, float modifierMaxValue, string attributeName) { var argTypes = new object[] { modifierValue, modifierMinValue, modifierMaxValue, null, formula }; var attr = CreateInstance <BaseAttribute>("eskemagames.eskemagames.data.", attributeName, argTypes); var modifier = new Modifier( id, timeactive, formula, attr); return(modifier); }
public void Init(float value, float minvalue, float maxvalue, float increasestep, GameEnums.Modifier modifier) { Value = value; MinValue = minvalue; MaxValue = maxvalue; IncreaseStep = increasestep; Modifier = modifier; }
public Modifier(uint _id, GameEnums.Modifier _formula, BaseAttribute _attribute) { Id = _id; ModifierType = _formula; Attribute = _attribute; }
/// <summary> /// create a modifier with a default value min of 1 and 100 for max /// </summary> /// <param name="id"></param> /// <param name="turns"></param> /// <param name="aFormula"></param> /// <param name="modifierValue"></param> /// <param name="attributeName"></param> /// <returns></returns> public static Modifier CreateModifier( uint id, int timeactive, GameEnums.Modifier aFormula, float modifierValue, string attributeName) { //set to a minimum of 1 and maximum of 100 return(CreateModifier(id, timeactive, aFormula, modifierValue, 0f, 100f, attributeName)); }
//constructor public Modifier(uint id, int timeActive, GameEnums.Modifier formula, BaseAttribute attribute) { Id = id; ModifierType = formula; Attribute = attribute.Clone(); TimeActive = timeActive; if (TimeActive != -1) { // timerId = EG_Core.GetInstance().StartTimerId(timeActive, this, cacheAction => // { // (cacheAction.Context as Modifier).ConsumeTime(); // }); } }
public BaseAttribute( float value, float minvalue, float maxvalue, List <LevelsAttribute> updateLevels, GameEnums.Modifier modifier) { Value = value; MinValue = minvalue; MaxValue = maxvalue; Modifier = modifier; var someData = new List <LevelsAttribute>(); for (var i = 0; i < updateLevels.Count; ++i) { someData.Add(updateLevels[i]); } UpdateLevels = new List <LevelsAttribute>(someData); }
public DefenseAttr(float value, float minvalue, float maxvalue, float increasestep, GameEnums.Modifier modifier) : base(value, minvalue, maxvalue, increasestep, modifier) { }
public HealthAttr(float value, float minvalue, float maxvalue, List <LevelsAttribute> updatelevels, GameEnums.Modifier modifier) : base(value, minvalue, maxvalue, updatelevels, modifier) { }
public MovementSpeedAttr(float value, float minvalue, float maxvalue, float increasestep, GameEnums.Modifier modifier) : base(value, minvalue, maxvalue, increasestep, modifier) { }
public ItemStats(AttributeType anAttributeType, GameEnums.Modifier aModifier) { attributeType = anAttributeType; modifier = aModifier; }