public void removeEffects( _EffectsRemove _effects, int _value ) { if(_effects == _EffectsRemove.Armor) { this.armor -= _value; } else if(_effects == _EffectsRemove.Parry) { this.parry -= _value; } else if(_effects == _EffectsRemove.Fire) { this.resistance.fire -= _value; } else if(_effects == _EffectsRemove.Frost) { this.resistance.frost -= _value; } else if(_effects == _EffectsRemove.Nature) { this.resistance.nature -= _value; } else if(_effects == _EffectsRemove.Dark) { this.resistance.dark -= _value; } }
public void removeEffects(_EffectsRemove _effects, int _value) { if (_effects == _EffectsRemove.Armor) { this.armor -= _value; } else if (_effects == _EffectsRemove.Parry) { this.parry -= _value; } else if (_effects == _EffectsRemove.Fire) { this.resistance.fire -= _value; } else if (_effects == _EffectsRemove.Frost) { this.resistance.frost -= _value; } else if (_effects == _EffectsRemove.Nature) { this.resistance.nature -= _value; } else if (_effects == _EffectsRemove.Dark) { this.resistance.dark -= _value; } }
public void reverseEffects(_EffectsRemove _effects, int _value) { if (_effects == _EffectsRemove.Life) { this.currentLife += _value; } }
/// <summary> /// Construtor com parametro dos estados dos efeitos /// </summary> /// <param name="_effect"></param> public StatesEffect(StatesEffect _effect) { this.condition = _effect.condition; this.effectsRemove = _effect.effectsRemove; this.reservedValue = _effect.reservedValue; this.value = _effect.value; this.cooldownEffects = _effect.cooldownEffects; this.c_cooldownEffects = 0f; this.instante = _effect.instante; }
bool c_instante = true; // Variavel auxiliar para controle do instante. /// <summary> /// Construtor sem paremetro dos estados dos efeitos /// </summary> public StatesEffect() { this.condition = _Condition.None; this.effectsRemove = _EffectsRemove.None; this.reservedValue = 0; this.value = 0; this.cooldownEffects = 0f; this.c_cooldownEffects = 0f; this.instante = false; }
public void removeEffects(_EffectsRemove _effects, int _value) { if (_effects == _EffectsRemove.Damage) { this.damage -= _value; } else if (_effects == _EffectsRemove.CriticalDamage) { this.criticalDamage -= _value; } else if (_effects == _EffectsRemove.ElementalDamage) { this.elementalDamage -= _value; } }
public void reverseEffects(_EffectsRemove _effects, int _value) { if (_effects == _EffectsRemove.Strength) { this.strength += _value; } else if (_effects == _EffectsRemove.Stamina) { this.stamina += _value; } else if (_effects == _EffectsRemove.Intelligence) { this.intelligence += _value; } else if (_effects == _EffectsRemove.Agility) { this.agility += _value; } }
/// <summary> /// Método Update responsavél pelos updates de todos os ciclos dos efeitos, atribuindo seus valores a cada componente. /// Usa como parametro O CustomCharacter que é nativo da biblioteca /// </summary> /// <param name="_character"></param> /// <param name="deltaTime"></param> public void update(RPGCustomCharacter _character, float deltaTime) { this.c_cooldown += deltaTime; if (this.c_cooldown < this.cooldown) { for (int i = 0; i < effects.Count; i++) { _EffectsRemove __effect = this.effects[i].effectsRemove; if (__effect == _EffectsRemove.Strength || __effect == _EffectsRemove.Agility || __effect == _EffectsRemove.Stamina || __effect == _EffectsRemove.Intelligence) { this.effects[i].update(_character.attributes, deltaTime); } else if (__effect == _EffectsRemove.Dark || __effect == _EffectsRemove.Fire || __effect == _EffectsRemove.Frost || __effect == _EffectsRemove.Nature || __effect == _EffectsRemove.Armor || __effect == _EffectsRemove.Parry) { this.effects[i].update(_character.armor, deltaTime); } else if (__effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].update(_character.damage, deltaTime); } else if (__effect == _EffectsRemove.Life) { this.effects[i].update(_character.life, deltaTime); } } } else { for (int i = 0; i < effects.Count; i++) { _EffectsRemove __effect = this.effects[i].effectsRemove; if (__effect == _EffectsRemove.Strength || __effect == _EffectsRemove.Agility || __effect == _EffectsRemove.Stamina || __effect == _EffectsRemove.Intelligence) { this.effects[i].restoreValue(_character.attributes); } else if (__effect == _EffectsRemove.Dark || __effect == _EffectsRemove.Fire || __effect == _EffectsRemove.Frost || __effect == _EffectsRemove.Nature || __effect == _EffectsRemove.Armor || __effect == _EffectsRemove.Parry) { this.effects[i].restoreValue(_character.armor); } else if (__effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].restoreValue(_character.damage); } } } }