public void assignParameters(StatsStruct _struct, float _mapScale) { speedx = _struct.speedX * _mapScale; speedz = _struct.speedY; transform.localScale = new Vector3 (_struct.sizeX * _mapScale, _struct.sizeY *_mapScale, 1 ); }
public void LoadData(SaveFile save) { playerClass = save.playerClass; var type = PlayerClass.getClassSkill(save.playerClass); Skill skillCl = (Skill)gameObject.AddComponent(type); EquipSkill(skillCl, false); stats = save.stats; if (save.currentSkill != null) { var typePr = save.currentSkill; Skill skillPrim = (Skill)gameObject.AddComponent(typePr); EquipSkill(skillPrim); } if (save.currentWeapon != WeaponClass.WeaponClassEnum.None) { var wpn = Instantiate(WeaponClass.getWeaponPrefab(save.currentWeapon)); PickupWeapon(wpn); } playerRenderer.sprite = PlayerClass.getClassTexture(playerClass); xp = save.xp; level = save.lvl; ReqXp = level ^ 3 * 2; animator.runtimeAnimatorController = PlayerClass.getClassAnimator(save.playerClass); Debug.Log(save.playerClass); playerRenderer.sprite = PlayerClass.getClassTexture(save.playerClass); var var_x = save.x_WaypointLocation; var var_y = save.y_WaypointLocation; transform.position = new Vector2(var_x, var_y); }
public virtual void Equipped(StatsStruct stats) { sliderCanvas.gameObject.SetActive(true); var arr = transform.parent.GetComponentsInChildren <Slider>(); sliderCharge = arr[0]; sliderCd = arr[1]; }
public void ClassSelectedNext() { stats = StatsStruct.getStatsFromClass(plClass); ins = stats.Insight; str = stats.Strength; prow = stats.Prowess; ClassDescription.GetComponent <TMP_Text>().text = PlayerClass.getClassDescription(plClass); SkillDescription.GetComponent <TMP_Text>().text = PlayerClass.getClassSkillDescription(plClass); ClassImage.GetComponent <Image>().sprite = PlayerClass.getClassTexture(plClass); StatSelectionSelection.SetActive(true); ClassSelection.SetActive(false); StatsSelectedBegin.gameObject.SetActive(false); }
public override void Equipped(StatsStruct stats) { base.Equipped(stats); playerData = GetComponentInParent <Player>(); cooldowntimer = CalculateCooldown(stats); weaponDamage = CalculateDamage(stats); chargeTime = cooldowntimer / 3; if (floatingObject == null) { floatingObject = Instantiate(staffModel, transform); weaponRenderer = floatingObject.GetComponent <SpriteRenderer>(); } }
public override void Equipped(StatsStruct stats) { base.Equipped(stats); playerData = GetComponentInParent <Player>(); arrowInTheBow = Instantiate(ArrowPrefab, transform); fakeProjectileRenderer = arrowInTheBow.GetComponentInChildren <SpriteRenderer>(); Destroy(arrowInTheBow.GetComponent <Collider2D>()); fakeProjectileRenderer.enabled = false; blocksMovement = false; cooldowntimer = CalculateCooldown(stats); weaponDamage = CalculateDamage(stats); chargeTime = cooldowntimer / 3; if (floatingObject == null) { floatingObject = Instantiate(bowModel, transform); weaponRenderer = floatingObject.GetComponentInChildren <SpriteRenderer>(); } }
/// <summary> /// Default constructor /// </summary> public Mapper( Software sw ) { m_Software = sw; Proteins = new List<Protein>(); Peptides = new List<Peptide>(); Spectra = new List<Spectrum>(); m_Stats = new StatsStruct(); m_Format = new System.Globalization.NumberFormatInfo(); m_Format.NumberDecimalSeparator = "."; m_Run = 0; m_Type = SourceType.Unknown; LengthThreshold = 0; PlgsThreshold = Peptide.ConfidenceType.NoThreshold; SeqThreshold = Peptide.ConfidenceType.NoThreshold; XTandemThreshold = 0.05; XTandemAvailable = false; MascotThreshold = 0.05; MascotAvailable = false; RequirePassTh = true; RankThreshold = 0; FilterDecoys = true; RunsThreshold = 1; m_InputFiles = new List<string>(); }
public float CalculateDamage(StatsStruct stats) { return((strDmgCoef * stats.Strength + prowDmgCoef * stats.Prowess + insDmgCoef * stats.Insight) * baseDamage); }
public float CalculateCooldown(StatsStruct stats) { return(baseCd / (strCdCoef * stats.Strength + prowCdCoef * stats.Prowess + insCdCoef * stats.Insight)); }