public void addAttributes(Attributes _attributes) { this.strength += _attributes.stamina; this.agility += _attributes.agility; this.intelligence += _attributes.intelligence; this.stamina += _attributes.stamina; }
public void removeCloths(Clothes _cloths) { this.armor -= _cloths.armor; this.attributes -= _cloths.attributes; //this.armor.removeArmor(_cloths.armor); //this.attributes.removeAttributes(_cloths.attributes); }
public void addWeapon(Weapon _weapon) { this.element = _weapon.element; this.typeWeapon = _weapon.typeWeapon; this.damage += _weapon.damage; this.attributes += _weapon.attributes; //this.damage.addDamage(_weapon.damage); //this.attributes.addAttributes(_weapon.attributes); }
public Attributes( Attributes _attributes ) { this.strength = _attributes.stamina; this.agility = _attributes.agility; this.intelligence = _attributes.intelligence; this.stamina = _attributes.stamina; this._Normalized = 1; this._NormalizedOther = 2; }
public Attributes(Attributes _attributes, int _normalized, int _normalizedOther) { this.strength = _attributes.stamina; this.agility = _attributes.agility; this.intelligence = _attributes.intelligence; this.stamina = _attributes.stamina; this._Normalized = _normalized; this._NormalizedOther = _normalizedOther; }
public void addCloth(Clothes _cloths) { this.armor += _cloths.armor; this.attributes += _cloths.attributes; this.typeCloths = _cloths.typeCloths; //this.armor.addArmor(_cloths.armor); //this.attributes.addAttributes(_cloths.attributes); }
public static Attributes operator + (Attributes _attributes1, Attributes _attributes2) { Attributes _attributes = new Attributes(); _attributes.strength = _attributes1.strength + _attributes2.strength; _attributes.intelligence = _attributes1.intelligence + _attributes2.intelligence; _attributes.agility = _attributes1.agility + _attributes2.agility; _attributes.stamina = _attributes1.stamina + _attributes2.stamina; return _attributes; }
public Clothes(Clothes _cloths) { this.id = _cloths.id; this.amount = _cloths.amount; this.image = _cloths.image; this.name = _cloths.name; this.typeItem = _cloths.typeItem; this.armor = new Armor(_cloths.armor); this.attributes = new Attributes(_cloths.attributes); this.typeCloths = _cloths.typeCloths; }
public void removeAttributes(Attributes _attributes) { this.strength -= _attributes.stamina; this.agility -= _attributes.agility; this.intelligence -= _attributes.intelligence; this.stamina -= _attributes.stamina; if (this.strength <= 0) this.strength = 0; if (this.agility <= 0) this.agility = 0; if (this.intelligence <= 0) this.intelligence = 0; if (this.stamina <= 0) this.stamina = 0; }
public void removeWeapon(Weapon _weapon) { this.element = _Element.Null; this.typeWeapon = _Weapon.Null; this.damage -= _weapon.damage; this.attributes -= _weapon.attributes; /* this.damage.removeDamage(_weapon.damage); this.attributes.removeAttributes(_weapon.attributes);*/ }
public Weapon() { this.id = 0; this.amount = 0; this.image = ""; this.name = ""; this.typeItem = _Item.Null; this.element = _Element.Null; this.typeWeapon = _Weapon.Null; this.damage = new Damage(); this.attributes = new Attributes(); }
public Clothes() { this.id = 0; this.amount = 0; this.image = ""; this.name = ""; this.typeItem = _Item.Null; this.armor = new Armor(); this.attributes = new Attributes(); this.typeCloths = _Cloths.Null; }
public Weapon(Weapon _weapon) { this.id = _weapon.id; this.amount = _weapon.amount; this.image = _weapon.image; this.name = _weapon.name; this.typeItem = _weapon.typeItem; this.element = _weapon.element; this.typeWeapon = _weapon.typeWeapon; this.damage = new Damage(_weapon.damage); this.attributes = new Attributes(_weapon.attributes); }
public Ability() { this.id = 0; this.image = ""; this.name = ""; this.desc = ""; this.cooldown = 0F; this.cost = 0; this.damage = new Damage(); this.armor = new Armor(); this.attributes = new Attributes(); this.effects = new Effect[0]; this.element = _Element.Null; }
public Ability ( Ability _ability) { this.id = _ability.id; this.image = _ability.image; this.name = _ability.name; this.desc = _ability.desc; this.cooldown = _ability.cooldown; this.cost = _ability.cost; this.damage = _ability.damage; this.armor = _ability.armor; this.attributes = _ability.attributes; this.effects = _ability.effects; this.element = _ability.element; }
public static Attributes operator - (Attributes _attributes1, Attributes _attributes2) { Attributes _attributes = new Attributes(); _attributes.strength = _attributes1.strength - _attributes2.strength; _attributes.intelligence = _attributes1.intelligence - _attributes2.intelligence; _attributes.agility = _attributes1.agility - _attributes2.agility; _attributes.stamina = _attributes1.stamina - _attributes2.stamina; if (_attributes.strength <= 0) _attributes.strength = 0; if (_attributes.agility <= 0) _attributes.agility = 0; if (_attributes.intelligence <= 0) _attributes.intelligence = 0; if (_attributes.stamina <= 0) _attributes.stamina = 0; return _attributes; }
void assingLevel(Class _class, Attributes _attributes) { this.totalExperience += this.currentExperience; while (this.currentExperience > this.nextExperience) { if (this.currentExperience >= this.nextExperience) { this.nivel++; this.levelPoints.assingPoints(); this.currentExperience -= this.nextExperience; this.lastExperience = this.nextExperience; this.nextExperience *= this.modify; if (_class.typeClass != _Class.None) _attributes.attributePerLevel(_class); } } }
/// <summary> /// Método Update Do Atributo, responsavél por remover ou atribuiir efeitos dos Atributos /// </summary> /// <param name="_attributes"></param> /// <param name="deltaTime"></param> public void update(Attributes _attributes, float deltaTime) { if(!instante) { if(c_cooldownEffects >= cooldownEffects) { this.c_cooldownEffects = 0f; _attributes.removeEffects(effectsRemove, value); this.reservedValue += value; } c_cooldownEffects += deltaTime; } else { if (c_instante) { _attributes.removeEffects(effectsRemove, value); this.reservedValue += value; c_instante = false; } } }
/// <summary> /// Método de sobrecarga para reverter os valores dos Atributos /// </summary> /// <param name="_attributes"></param> public void restoreValue(Attributes _attributes) { _attributes.reverseEffects(effectsRemove, reservedValue); }
/// <summary> /// Método Update responsavél pelos updates de todos os ciclos dos efeitos, atribuindo seus valores a cada componente. /// </summary> /// <param name="_attributes"></param> /// <param name="_damage"></param> /// <param name="_armor"></param> /// <param name="_life"></param> /// <param name="deltaTime"></param> public void update(Attributes _attributes, Damage _damage, Armor _armor, Life _life, 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(_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(_armor, deltaTime); } else if ( __effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].update(_damage, deltaTime); } else if (__effect == _EffectsRemove.Life) { this.effects[i].update(_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(_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(_armor); } else if (__effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].restoreValue(_damage); } } } }
public void addExperience(double _experience, Class _class, Attributes _attributes) { this.currentExperience += _experience; this.assingLevel(_class, _attributes); }