示例#1
0
        public static GenericEquipment cloneEquipment(this GenericEquipment equipmentToClone)                    //Exstension method for cloning Items
        {
            var equipmentThatIsCloned = JsonConvert.SerializeObject(equipmentToClone);                           //Creates a new object representing the object to be clones
            var equipmentItem         = JsonConvert.DeserializeObject <GenericEquipment>(equipmentThatIsCloned); //Creates a new item that is of the same type and properties as the original but as a new object seperate of the other

            return(equipmentItem);                                                                               //Returns the new item
        }
        public static void removeAttributes(this GenericEquipment generic)//Switch statement for removing attributes from the character. Applies to attributes 1-4
        {
            switch (generic.attribute1)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi -= generic.attribute1b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk -= generic.attribute1b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def -= generic.attribute1b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte -= generic.attribute1b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck -= generic.attribute1b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag -= generic.attribute1b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef -= generic.attribute1b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp -= generic.attribute1b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str -= generic.attribute1b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp -= generic.attribute1b;
                break;

            default:
                break;
            }
            switch (generic.attribute2)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi -= generic.attribute2b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk -= generic.attribute2b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def -= generic.attribute2b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte -= generic.attribute2b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck -= generic.attribute2b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag -= generic.attribute2b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef -= generic.attribute2b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp -= generic.attribute2b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str -= generic.attribute2b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp -= generic.attribute2b;
                break;

            default:
                break;
            }
            switch (generic.attribute3)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi -= generic.attribute3b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk -= generic.attribute3b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def -= generic.attribute3b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte -= generic.attribute3b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck -= generic.attribute3b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag -= generic.attribute3b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef -= generic.attribute3b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp -= generic.attribute3b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str -= generic.attribute3b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp -= generic.attribute3b;
                break;

            default:
                break;
            }
            switch (generic.attribute4)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi -= generic.attribute4b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk -= generic.attribute4b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def -= generic.attribute4b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte -= generic.attribute4b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck -= generic.attribute4b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag -= generic.attribute4b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef -= generic.attribute4b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp -= generic.attribute4b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str -= generic.attribute4b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp -= generic.attribute4b;
                break;

            default:
                break;
            }
        }
        public static void applyAttributes(this GenericEquipment generic) //The method that applies the stat bonuses
        {
            switch (generic.attribute1)                                   //Switch statement that compares string values to determine the proper attribute to apply bonuses to. There is a statement for each attribute 1-4
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi += generic.attribute1b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk += generic.attribute1b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def += generic.attribute1b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte += generic.attribute1b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck += generic.attribute1b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag += generic.attribute1b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef += generic.attribute1b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp += generic.attribute1b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str += generic.attribute1b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp += generic.attribute1b;
                break;

            default:
                break;
            }
            switch (generic.attribute2)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi += generic.attribute2b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk += generic.attribute2b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def += generic.attribute2b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte += generic.attribute2b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck += generic.attribute2b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag += generic.attribute2b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef += generic.attribute2b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp += generic.attribute2b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str += generic.attribute2b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp += generic.attribute2b;
                break;

            default:
                break;
            }
            switch (generic.attribute3)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi += generic.attribute3b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk += generic.attribute3b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def += generic.attribute3b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte += generic.attribute3b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck += generic.attribute3b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag += generic.attribute3b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef += generic.attribute3b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp += generic.attribute3b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str += generic.attribute3b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp += generic.attribute3b;
                break;

            default:
                break;
            }
            switch (generic.attribute4)
            {
            case "AGI":
                PlayerCharacter.theCharacter.agi += generic.attribute4b;
                break;

            case "ATK":
                PlayerCharacter.theCharacter.atk += generic.attribute4b;
                break;

            case "DEF":
                PlayerCharacter.theCharacter.def += generic.attribute4b;
                break;

            case "INTE":
                PlayerCharacter.theCharacter.inte += generic.attribute4b;
                break;

            case "LUCK":
                PlayerCharacter.theCharacter.luck += generic.attribute4b;
                break;

            case "MAG":
                PlayerCharacter.theCharacter.mag += generic.attribute4b;
                break;

            case "MDEF":
                PlayerCharacter.theCharacter.mdef += generic.attribute4b;
                break;

            case "MP":
                PlayerCharacter.theCharacter.mp += generic.attribute4b;
                break;

            case "STR":
                PlayerCharacter.theCharacter.str += generic.attribute4b;
                break;

            case "HP":
                PlayerCharacter.theCharacter.hp += generic.attribute4b;
                break;

            default:
                break;
            }
        }