public static IEnumerable <object[]> statsData() { var allStats = new STATS[] { STATS.STRENGTH, STATS.INTELLIGENCE, STATS.CREATIVITY, STATS.FLUENCY }; var opString = "add"; foreach (var stat in allStats) { var initStats = new Stats(); var expectedStats = new Stats(); expectedStats.GetType().InvokeMember(stat.ToString().ToLower(), BindingFlags.Instance | BindingFlags.Public | BindingFlags.SetProperty, Type.DefaultBinder, expectedStats, new object[] { 90 }); var project = new Project { projectType = PROJECT_TYPE.STAT, name = "test1", stats = new STATS[] { stat }, dominantStat = stat }; var projectLog = new ProjectLog { log = "test", project = project, timeSpend = 90, type = PROJECT_TYPE.STAT, }; yield return(new object[] { expectedStats, initStats, projectLog, opString }); } }
public int GetModifier(STATS StatToSave) { switch (StatToSave) { case STATS.STR: return((Strength / 2) - 5); case STATS.DEX: return((Dexterity / 2) - 5); case STATS.CON: return((Consitution / 2) - 5); case STATS.INT: return((Intelligence / 2) - 5); case STATS.WIS: return((Wisdom / 2) - 5); case STATS.CHA: return((Charisma / 2) - 5); case STATS.ARMOR: return(Armor); default: return(0); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("NormalStar") && _stats == STATS.FALL) { _stats = STATS.CAUGHT; _caughtObject = collision.transform; } ; }
private STATS updateStatsFrom(STATS stats) { switch (stats) { case STATS.STRENGTH: return(STATS.BODY); case STATS.INTELLIGENCE: return(STATS.MIND); case STATS.CREATIVITY: return(STATS.EMOTIONS); case STATS.FLUENCY: return(STATS.SOUL); default: return(stats); } }
private STATS updateStatsTo(STATS stats) { switch (stats) { case STATS.BODY: return(STATS.STRENGTH); case STATS.MIND: return(STATS.INTELLIGENCE); case STATS.EMOTIONS: return(STATS.CREATIVITY); case STATS.SOUL: return(STATS.FLUENCY); default: return(stats); } }
void TouchOrClick() { _stats = STATS.FALL; }
public float[] dynStats = new float[4]; // adjust array length if needed // METHODS public void StatChange(STATS stat, float change) { dynStats [(int)stat] += change; }
public bool LevelUpStat(STATS stat) { if (points < 1) return false; int statLevel; if (statBook.TryGetValue(stat, out statLevel)) { statLevel++; statBook[stat] = statLevel; points--; switcher.reloadShipStats(true); } return true; }
public void SetStats(STATS stat, int val) { entityStats[stat] += val; }