private void OnStatChangeHandler(short eventtype, StatChangeData data) { switch (data.StatFlag) { case StatFlag.Hp: HpText.text = data.Value.ToString("0.0"); break; case StatFlag.Velocity: VelocityText.text = data.Value.ToString("0.0"); break; case StatFlag.AttackSpeed: AttackSpeedText.text = data.Value.ToString("0.0"); break; case StatFlag.BulletCount: BulletCountText.text = data.Value.ToString("0.0"); break; case StatFlag.Damage: DamageText.text = data.Value.ToString("0.0"); break; } }
public HPChangeCommand(StatChangeData statChangeData, Signals.GameSignals.DamageReceiveSignal damageReceiveSignal, CommandProcessor commandProcessor, IFactory <StatChangeData, DieCommand> dieCommandFactory) { //takes in this unit _statChangeData = statChangeData; _damageReceiveSignal = damageReceiveSignal; _unit = _statChangeData.receiver.GetUnitModel(); _dieCommandFactory = dieCommandFactory; _commandProcessor = commandProcessor; // Debug.Log (_unit); }
public void Display(StatChangeData changeData = null) { if (changeData == null) { // Display normally displayText.color = defaultColour; displayText.text = string.Format(defaultFormat, RPGsys.RPGStats.GetStatName(stat), character.CharaStats[stat], character.BaseStat(stat)); } else { // Display change float change = 0; changeData.changes.TryGetValue(stat, out change); // If this is HP or MP don't show it being increased above maximum value if (stat == RPGStats.Stats.Hp || stat == RPGStats.Stats.Mp) { change = Mathf.Min(change, character.BaseStat(stat) - character.CharaStats[stat]); } if (change != 0) { if (change > 0) { displayText.color = increaseColour; } else { displayText.color = decreaseColour; } displayText.text = string.Format(changedFormat, RPGsys.RPGStats.GetStatName(stat), character.CharaStats[stat], character.CharaStats[stat] + change, character.BaseStat(stat)); } else { displayText.color = unimportantColour; displayText.text = string.Format(defaultFormat, RPGsys.RPGStats.GetStatName(stat), character.CharaStats[stat], character.BaseStat(stat)); } } }
public ResurrectCommand(StatChangeData statChangeData) { //takes in this unit _statChangeData = statChangeData; _unit = _statChangeData.receiver.GetUnitModel(); Debug.Log(_unit); }
public DieCommand(StatChangeData data, TickService tick) { _tick = tick; _damageData = data; }
public StatChangeCommand(IStatChange iStatChange, StatChangeData statChangeData) { //takes in this unit _statChangeData = statChangeData; _iStatChange = iStatChange; //this is actually bringing in the instance of the wrapper buff, not the "class" iBuff. }