Character Stat revamp (wip)
- working max health, properly setting health component values and showing scales on UI - working armor & magic resistance, properly mitigating incoming damage based on damage type
This commit is contained in:
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@ -39,6 +39,7 @@ namespace Kryz.CharacterStats
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public CharacterStat(float baseValue) : this()
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public CharacterStat(float baseValue) : this()
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{
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{
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isDirty = true;
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BaseValue = baseValue;
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BaseValue = baseValue;
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}
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}
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File diff suppressed because it is too large
Load Diff
@ -15,37 +15,40 @@ namespace Kryz.CharacterStats.Examples
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public CharacterStat Vitality;
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public CharacterStat Vitality;
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//Secondary
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//Secondary
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public CharacterStat CritChance;
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public CharacterStat CritDamage;
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public CharacterStat AttackDamage;
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public CharacterStat AttackDamage;
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public CharacterStat SpellDamage;
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public CharacterStat SpellDamage;
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public CharacterStat CritChance;
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public CharacterStat CritDamage;
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public CharacterStat MaxHealth;
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public CharacterStat MaxHealth;
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public CharacterStat Armor;
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public CharacterStat Armor;
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public CharacterStat MagicResistance;
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public CharacterStat MagicResistance;
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public Dictionary<string, CharacterStat> statsDictionary = new Dictionary<string, CharacterStat>();
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public Dictionary<string, CharacterStat> primaryStatsDictionary = new Dictionary<string, CharacterStat>();
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public Dictionary<string, CharacterStat> secondaryStatsDictionary = new Dictionary<string, CharacterStat>();
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public UnityEvent onUpdateStatValues = new UnityEvent();
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public UnityEvent onUpdateStatValues = new UnityEvent();
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protected virtual void Awake()
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protected virtual void Awake()
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{
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{
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statsDictionary.Add(nameof(Strength).ToLower(), Strength);
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primaryStatsDictionary.Add(nameof(Strength).ToLower(), Strength);
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statsDictionary.Add(nameof(Agility).ToLower(), Agility);
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primaryStatsDictionary.Add(nameof(Agility).ToLower(), Agility);
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statsDictionary.Add(nameof(Intelligence).ToLower(), Intelligence);
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primaryStatsDictionary.Add(nameof(Intelligence).ToLower(), Intelligence);
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statsDictionary.Add(nameof(Spirit).ToLower(), Spirit);
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primaryStatsDictionary.Add(nameof(Spirit).ToLower(), Spirit);
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statsDictionary.Add(nameof(Vitality).ToLower(), Vitality);
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primaryStatsDictionary.Add(nameof(Vitality).ToLower(), Vitality);
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statsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
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secondaryStatsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
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statsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
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secondaryStatsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
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statsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
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secondaryStatsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
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statsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
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secondaryStatsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
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statsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
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secondaryStatsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
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statsDictionary.Add(nameof(Armor).ToLower(), Armor);
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secondaryStatsDictionary.Add(nameof(Armor).ToLower(), Armor);
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statsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
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secondaryStatsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
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onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
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onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
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}
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}
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@ -64,6 +67,12 @@ namespace Kryz.CharacterStats.Examples
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public void UpdateSecondaryStatsBasedOnPrimaryStats()
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public void UpdateSecondaryStatsBasedOnPrimaryStats()
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{
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{
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//Remove previous
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//Remove previous
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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@ -71,12 +80,6 @@ namespace Kryz.CharacterStats.Examples
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.StrengthSource);
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AttackDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.AgilitySource);
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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.IntelligenceSource);
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SpellDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.SpiritSource);
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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.VitalitySource);
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@ -90,6 +93,12 @@ namespace Kryz.CharacterStats.Examples
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//Add new values
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//Add new values
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AttackDamage.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
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AttackDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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SpellDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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SpellDamage.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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CritChance.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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CritChance.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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CritChance.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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CritChance.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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@ -97,12 +106,6 @@ namespace Kryz.CharacterStats.Examples
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CritDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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CritDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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CritDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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CritDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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AttackDamage.AddModifier(new StatModifier(Strength.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromStrength, StatModType.Flat, GameConstants.ObjectSources.StrengthSource));
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AttackDamage.AddModifier(new StatModifier(Agility.Value * GameConstants.CharacterStatsBalancing.AttackDamageIncreaseFromAgility, StatModType.Flat, GameConstants.ObjectSources.AgilitySource));
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SpellDamage.AddModifier(new StatModifier(Intelligence.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromIntelligence, StatModType.Flat, GameConstants.ObjectSources.IntelligenceSource));
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SpellDamage.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.SpellDamageIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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MaxHealth.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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MaxHealth.AddModifier(new StatModifier(Spirit.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromSpirit, StatModType.Flat, GameConstants.ObjectSources.SpiritSource));
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MaxHealth.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
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MaxHealth.AddModifier(new StatModifier(Vitality.Value * GameConstants.CharacterStatsBalancing.MaxHealthIncreaseFromVitality, StatModType.Flat, GameConstants.ObjectSources.VitalitySource));
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@ -2,67 +2,128 @@
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namespace Kryz.CharacterStats.Examples
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namespace Kryz.CharacterStats.Examples
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{
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{
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public enum EquipmentType
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public enum EquipmentType
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{
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{
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Helmet,
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Helmet,
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Chest,
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Chest,
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Gloves,
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Gloves,
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Boots,
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Boots,
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MainWeapon,
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MainWeapon,
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OffWeapon,
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OffWeapon,
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Accessory,
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Accessory,
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Amulet,
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Amulet,
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}
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}
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[CreateAssetMenu]
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[CreateAssetMenu]
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public class EquippableItem : Item
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public class EquippableItem : Item
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{
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{
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public int StrengthBonus;
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public int StrengthBonus;
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public int AgilityBonus;
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public int AgilityBonus;
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public int IntelligenceBonus;
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public int IntelligenceBonus;
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public int SpiritBonus;
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public int SpiritBonus;
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public int VitalityBonus;
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public int VitalityBonus;
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[Space]
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[Space]
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public float StrengthPercentBonus;
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public float StrengthPercentBonus;
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public float AgilityPercentBonus;
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public float AgilityPercentBonus;
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public float IntelligencePercentBonus;
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public float IntelligencePercentBonus;
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public float SpiritPercentBonus;
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public float SpiritPercentBonus;
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public float VitalityPercentBonus;
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public float VitalityPercentBonus;
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[Space]
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[Space]
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public EquipmentType EquipmentType;
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public int AttackDamageBonus;
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public int SpellDamageBonus;
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public int CritChanceBonus;
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public int CritDamageBonus;
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public int MaxHealthBonus;
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public int ArmorBonus;
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public int MagicResistanceBonus;
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[Space]
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public int AttackDamagePercentBonus;
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public int SpellDamagePercentBonus;
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public int CritChancePercentBonus;
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public int CritDamagePercentBonus;
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public int MaxHealthPercentBonus;
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public int ArmorPercentBonus;
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public int MagicResistancePercentBonus;
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public EquipmentType EquipmentType;
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public void Equip(PlayerCharacterStats c)
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public void Equip(PlayerCharacterStats c)
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{
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{
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if (StrengthBonus != 0)
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if (StrengthBonus != 0)
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c.Strength.AddModifier(new StatModifier(StrengthBonus, StatModType.Flat, this));
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c.Strength.AddModifier(new StatModifier(StrengthBonus, StatModType.Flat, this));
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if (AgilityBonus != 0)
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if (AgilityBonus != 0)
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c.Agility.AddModifier(new StatModifier(AgilityBonus, StatModType.Flat, this));
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c.Agility.AddModifier(new StatModifier(AgilityBonus, StatModType.Flat, this));
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if (IntelligenceBonus != 0)
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if (IntelligenceBonus != 0)
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c.Intelligence.AddModifier(new StatModifier(IntelligenceBonus, StatModType.Flat, this));
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c.Intelligence.AddModifier(new StatModifier(IntelligenceBonus, StatModType.Flat, this));
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if (SpiritBonus != 0)
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if (SpiritBonus != 0)
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c.Spirit.AddModifier(new StatModifier(SpiritBonus, StatModType.Flat, this));
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c.Spirit.AddModifier(new StatModifier(SpiritBonus, StatModType.Flat, this));
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if (VitalityBonus != 0)
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if (VitalityBonus != 0)
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c.Vitality.AddModifier(new StatModifier(VitalityBonus, StatModType.Flat, this));
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c.Vitality.AddModifier(new StatModifier(VitalityBonus, StatModType.Flat, this));
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if (StrengthPercentBonus != 0)
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if (StrengthPercentBonus != 0)
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c.Strength.AddModifier(new StatModifier(StrengthPercentBonus, StatModType.PercentMult, this));
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c.Strength.AddModifier(new StatModifier(StrengthPercentBonus, StatModType.PercentMult, this));
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if (AgilityPercentBonus != 0)
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if (AgilityPercentBonus != 0)
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c.Agility.AddModifier(new StatModifier(AgilityPercentBonus, StatModType.PercentMult, this));
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c.Agility.AddModifier(new StatModifier(AgilityPercentBonus, StatModType.PercentMult, this));
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if (IntelligencePercentBonus != 0)
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if (IntelligencePercentBonus != 0)
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c.Intelligence.AddModifier(new StatModifier(IntelligencePercentBonus, StatModType.PercentMult, this));
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c.Intelligence.AddModifier(new StatModifier(IntelligencePercentBonus, StatModType.PercentMult, this));
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if (SpiritPercentBonus != 0)
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if (SpiritPercentBonus != 0)
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c.Spirit.AddModifier(new StatModifier(SpiritPercentBonus, StatModType.PercentMult, this));
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c.Spirit.AddModifier(new StatModifier(SpiritPercentBonus, StatModType.PercentMult, this));
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if (VitalityPercentBonus != 0)
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if (VitalityPercentBonus != 0)
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c.Vitality.AddModifier(new StatModifier(VitalityPercentBonus, StatModType.PercentMult, this));
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c.Vitality.AddModifier(new StatModifier(VitalityPercentBonus, StatModType.PercentMult, this));
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}
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public void Unequip(PlayerCharacterStats c)
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{
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c.Strength.RemoveAllModifiersFromSource(this);
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if (AttackDamageBonus != 0)
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c.Agility.RemoveAllModifiersFromSource(this);
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c.AttackDamage.AddModifier(new StatModifier(AttackDamageBonus, StatModType.Flat, this));
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c.Intelligence.RemoveAllModifiersFromSource(this);
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if (SpellDamageBonus != 0)
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c.Spirit.RemoveAllModifiersFromSource(this);
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c.SpellDamage.AddModifier(new StatModifier(SpellDamageBonus, StatModType.Flat, this));
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c.Vitality.RemoveAllModifiersFromSource(this);
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}
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if (CritChanceBonus != 0)
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}
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c.CritChance.AddModifier(new StatModifier(CritChanceBonus, StatModType.Flat, this));
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if (CritDamageBonus != 0)
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c.CritDamage.AddModifier(new StatModifier(CritDamageBonus, StatModType.Flat, this));
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if (MaxHealthBonus != 0)
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c.MaxHealth.AddModifier(new StatModifier(MaxHealthBonus, StatModType.Flat, this));
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if (ArmorBonus != 0)
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c.Armor.AddModifier(new StatModifier(ArmorBonus, StatModType.Flat, this));
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if (MagicResistanceBonus != 0)
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c.MagicResistance.AddModifier(new StatModifier(MagicResistanceBonus, StatModType.Flat, this));
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if (AttackDamagePercentBonus != 0)
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c.AttackDamage.AddModifier(new StatModifier(AttackDamagePercentBonus, StatModType.PercentAdd, this));
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if (SpellDamagePercentBonus != 0)
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c.SpellDamage.AddModifier(new StatModifier(SpellDamagePercentBonus, StatModType.PercentAdd, this));
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if (CritChancePercentBonus != 0)
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c.CritChance.AddModifier(new StatModifier(CritChancePercentBonus, StatModType.PercentAdd, this));
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if (CritDamagePercentBonus != 0)
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c.CritDamage.AddModifier(new StatModifier(CritDamagePercentBonus, StatModType.PercentAdd, this));
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if (MaxHealthPercentBonus != 0)
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c.MaxHealth.AddModifier(new StatModifier(MaxHealthPercentBonus, StatModType.PercentAdd, this));
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if (ArmorPercentBonus != 0)
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c.Armor.AddModifier(new StatModifier(ArmorPercentBonus, StatModType.PercentAdd, this));
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if (MagicResistancePercentBonus != 0)
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c.MagicResistance.AddModifier(new StatModifier(MagicResistancePercentBonus, StatModType.PercentAdd, this));
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}
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public void Unequip(PlayerCharacterStats c)
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{
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c.Strength.RemoveAllModifiersFromSource(this);
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c.Agility.RemoveAllModifiersFromSource(this);
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c.Intelligence.RemoveAllModifiersFromSource(this);
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c.Spirit.RemoveAllModifiersFromSource(this);
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c.Vitality.RemoveAllModifiersFromSource(this);
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c.AttackDamage.RemoveAllModifiersFromSource(this);
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c.SpellDamage.RemoveAllModifiersFromSource(this);
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c.CritChance.RemoveAllModifiersFromSource(this);
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c.CritDamage.RemoveAllModifiersFromSource(this);
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c.MaxHealth.RemoveAllModifiersFromSource(this);
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c.Armor.RemoveAllModifiersFromSource(this);
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c.MagicResistance.RemoveAllModifiersFromSource(this);
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}
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}
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}
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}
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if (!photonView.IsMine) return;
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if (!photonView.IsMine) return;
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//Debug.Log("HEALTH GET BASE MAX VALUE: " + health.GetBaseMaxValue());
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MaxHealth.BaseValue = health.GetBaseMaxValue();
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//Debug.Log("MAX HEALTH GET BASE MAX VALUE: " + MaxHealth.BaseValue);
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characterData = PlayerDataHandler.Instance.LoadCharacterData(PlayerDataHandler.Instance.currentPlayerName.Value, PlayerDataHandler.Instance.currentCharacterName.Value);
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characterData = PlayerDataHandler.Instance.LoadCharacterData(PlayerDataHandler.Instance.currentPlayerName.Value, PlayerDataHandler.Instance.currentCharacterName.Value);
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if (characterData != null)
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if (characterData != null)
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@ -60,7 +64,7 @@ namespace Kryz.CharacterStats.Examples
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Debug.Log("Success Loading CharacterData");
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Debug.Log("Success Loading CharacterData");
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level = new Level(characterData.currentLevel, characterData.currentExperience);
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level = new Level(characterData.currentLevel, characterData.currentExperience);
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for (int i = 0; i < statsDictionary.Keys.Count; i++)
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for (int i = 0; i < primaryStatsDictionary.Keys.Count; i++)
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{
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{
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AllocatedStatPoints.Add(characterData.allocatedStatPoints[i]);
|
AllocatedStatPoints.Add(characterData.allocatedStatPoints[i]);
|
||||||
}
|
}
|
||||||
@ -73,7 +77,7 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
{
|
{
|
||||||
characterData = new CharacterData();
|
characterData = new CharacterData();
|
||||||
|
|
||||||
for (int i = 0; i < statsDictionary.Keys.Count; i++)
|
for (int i = 0; i < primaryStatsDictionary.Keys.Count; i++)
|
||||||
{
|
{
|
||||||
AllocatedStatPoints.Add(0);
|
AllocatedStatPoints.Add(0);
|
||||||
}
|
}
|
||||||
@ -102,6 +106,7 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
|
|
||||||
statPanel.SetPlayerStats(this);
|
statPanel.SetPlayerStats(this);
|
||||||
statPanel.SetStats(Strength, Agility, Intelligence, Spirit, Vitality);
|
statPanel.SetStats(Strength, Agility, Intelligence, Spirit, Vitality);
|
||||||
|
statPanel.SetSecondaryStats(AttackDamage, SpellDamage, CritChance, CritDamage, MaxHealth, Armor, MagicResistance);
|
||||||
statPanel.UpdateStatValues();
|
statPanel.UpdateStatValues();
|
||||||
statPanel.SetCharacterInfo(PlayerDataHandler.Instance.currentCharacterName.Value, level.currentLevel.ToString());
|
statPanel.SetCharacterInfo(PlayerDataHandler.Instance.currentCharacterName.Value, level.currentLevel.ToString());
|
||||||
statPanel.ToggleAllocateButtonsInteractable(AvailablePointsToAllocate > 0);
|
statPanel.ToggleAllocateButtonsInteractable(AvailablePointsToAllocate > 0);
|
||||||
@ -262,12 +267,18 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
Spirit.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
|
Spirit.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
|
||||||
Vitality.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
|
Vitality.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
|
||||||
|
|
||||||
|
MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
|
||||||
|
|
||||||
Strength.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
Strength.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
Agility.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
Agility.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
Intelligence.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
Intelligence.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
Spirit.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
Spirit.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
Vitality.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
Vitality.AddModifier(new StatModifier((level.currentLevel - 1), StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
|
|
||||||
|
//Debug.Log("MAX HEALTH BASE VALUE: " + MaxHealth.BaseValue);
|
||||||
|
MaxHealth.AddModifier(new StatModifier(MaxHealth.BaseValue * (level.currentLevel - 1) * GameConstants.CharacterStatsBalancing.BaseMaxHealthGrowthPerLevel, StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
|
|
||||||
|
|
||||||
onUpdateStatValues.Invoke();
|
onUpdateStatValues.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -287,6 +298,8 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
((EquippableItem)slots[i].Item).Equip(this);
|
((EquippableItem)slots[i].Item).Equip(this);
|
||||||
|
statPanel.UpdateStatValues();
|
||||||
|
onUpdateStatValues.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,12 +7,15 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
{
|
{
|
||||||
[SerializeField] private Transform statDisplaysParent;
|
[SerializeField] private Transform statDisplaysParent;
|
||||||
[SerializeField] StatDisplay[] statDisplays;
|
[SerializeField] StatDisplay[] statDisplays;
|
||||||
|
[SerializeField] private StatDisplay[] secondaryStatDisplays;
|
||||||
[SerializeField] string[] statNames;
|
[SerializeField] string[] statNames;
|
||||||
[SerializeField] Button[] addStatButtons;
|
[SerializeField] Button[] addStatButtons;
|
||||||
|
[SerializeField] private string[] secondaryStatNames;
|
||||||
[SerializeField] private Text characterName;
|
[SerializeField] private Text characterName;
|
||||||
[SerializeField] private Text characterLevel;
|
[SerializeField] private Text characterLevel;
|
||||||
[SerializeField] private StatDisplay unallocated;
|
[SerializeField] private StatDisplay unallocated;
|
||||||
private CharacterStat[] stats;
|
private CharacterStat[] stats;
|
||||||
|
private CharacterStat[] secondaryStats;
|
||||||
private PlayerCharacterStats playerStats;
|
private PlayerCharacterStats playerStats;
|
||||||
|
|
||||||
private bool InitializedListeners = false;
|
private bool InitializedListeners = false;
|
||||||
@ -24,8 +27,8 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
statDisplays = statDisplaysParent.GetComponentsInChildren<StatDisplay>();
|
statDisplays = statDisplaysParent.GetComponentsInChildren<StatDisplay>();
|
||||||
|
|
||||||
UpdateStatNames();
|
UpdateStatNames();
|
||||||
|
UpdateSecondaryStatNames();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetPlayerStats(PlayerCharacterStats playerStats)
|
public void SetPlayerStats(PlayerCharacterStats playerStats)
|
||||||
@ -61,6 +64,21 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
addStatButtons[3].onClick.AddListener(() => AllocateStat(3));
|
addStatButtons[3].onClick.AddListener(() => AllocateStat(3));
|
||||||
addStatButtons[4].onClick.AddListener(() => AllocateStat(4));
|
addStatButtons[4].onClick.AddListener(() => AllocateStat(4));
|
||||||
}
|
}
|
||||||
|
public void SetSecondaryStats(params CharacterStat[] secondaryStats)
|
||||||
|
{
|
||||||
|
this.secondaryStats = secondaryStats;
|
||||||
|
|
||||||
|
if (secondaryStats.Length > secondaryStatDisplays.Length)
|
||||||
|
{
|
||||||
|
Debug.LogError("Not Enough Stat Displays!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < secondaryStatDisplays.Length; i++)
|
||||||
|
{
|
||||||
|
secondaryStatDisplays[i].Stat = secondaryStats[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void AllocateStat(int index)
|
public void AllocateStat(int index)
|
||||||
{
|
{
|
||||||
@ -89,6 +107,8 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
{
|
{
|
||||||
statDisplays[i].ValueText.text = stats[i].Value.ToString();
|
statDisplays[i].ValueText.text = stats[i].Value.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdateSecondaryStatValues();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateStatNames()
|
public void UpdateStatNames()
|
||||||
@ -98,6 +118,20 @@ namespace Kryz.CharacterStats.Examples
|
|||||||
statDisplays[i].NameText.text = statNames[i];
|
statDisplays[i].NameText.text = statNames[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void UpdateSecondaryStatNames()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < secondaryStatNames.Length; i++)
|
||||||
|
{
|
||||||
|
secondaryStatDisplays[i].NameText.text = secondaryStatNames[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void UpdateSecondaryStatValues()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < secondaryStats.Length; i++)
|
||||||
|
{
|
||||||
|
secondaryStatDisplays[i].ValueText.text = secondaryStatDisplays[i].NameText.text.Contains("crit") ? secondaryStats[i].Value.ToString() + " %" : secondaryStats[i].Value.ToString();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ToggleAllocateButtonsInteractable(bool interactable)
|
public void ToggleAllocateButtonsInteractable(bool interactable)
|
||||||
{
|
{
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -48,7 +48,7 @@ TextureImporter:
|
|||||||
alignment: 0
|
alignment: 0
|
||||||
spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
spritePixelsToUnits: 100
|
spritePixelsToUnits: 100
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 2, y: 2, z: 2, w: 2}
|
||||||
spriteGenerateFallbackPhysicsShape: 1
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
alphaUsage: 1
|
alphaUsage: 1
|
||||||
alphaIsTransparency: 1
|
alphaIsTransparency: 1
|
||||||
@ -120,7 +120,7 @@ TextureImporter:
|
|||||||
physicsShape: []
|
physicsShape: []
|
||||||
bones: []
|
bones: []
|
||||||
spriteID: 5e97eb03825dee720800000000000000
|
spriteID: 5e97eb03825dee720800000000000000
|
||||||
internalID: 0
|
internalID: 1537655665
|
||||||
vertices: []
|
vertices: []
|
||||||
indices:
|
indices:
|
||||||
edges: []
|
edges: []
|
||||||
|
@ -5269,6 +5269,7 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
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currentValue: 0
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|
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|
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flatRegen: 0
|
flatRegen: 0
|
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percentRegen: 1
|
percentRegen: 1
|
||||||
timeBetweenRegens: 1
|
timeBetweenRegens: 1
|
||||||
@ -5299,6 +5300,7 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
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currentValue: 0
|
currentValue: 0
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maxValue: 50
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maxValue: 50
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|
baseMaxValue: 50
|
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flatRegen: 0
|
flatRegen: 0
|
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percentRegen: 1
|
percentRegen: 1
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||||||
timeBetweenRegens: 1
|
timeBetweenRegens: 1
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||||||
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@ -93,10 +93,18 @@ PrefabInstance:
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propertyPath: maxValue
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value: 30
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value: 30
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: baseMaxValue
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value: 30
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objectReference: {fileID: 0}
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- target: {fileID: 2475434436818348714, guid: faa4fe928f5c2d34280baa419f0819bc, type: 3}
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- target: {fileID: 2475434436818348714, guid: faa4fe928f5c2d34280baa419f0819bc, type: 3}
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propertyPath: maxValue
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propertyPath: maxValue
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value: 80
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value: 80
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: baseMaxValue
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objectReference: {fileID: 0}
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||||||
propertyPath: Strength.BaseValue
|
propertyPath: Strength.BaseValue
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||||||
value: 3
|
value: 3
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||||||
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@ -81,10 +81,18 @@ PrefabInstance:
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propertyPath: Intelligence.BaseValue
|
propertyPath: Intelligence.BaseValue
|
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value: 2
|
value: 2
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||||||
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@ -11,10 +11,18 @@ PrefabInstance:
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propertyPath: Agility.BaseValue
|
propertyPath: Agility.BaseValue
|
||||||
value: 2
|
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||||||
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@ -11,6 +11,10 @@ PrefabInstance:
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propertyPath: Strength.BaseValue
|
propertyPath: Strength.BaseValue
|
||||||
value: 2
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value: 2
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||||||
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@ -81,10 +81,18 @@ PrefabInstance:
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||||||
propertyPath: Vitality.BaseValue
|
propertyPath: Vitality.BaseValue
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||||||
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|
value: 2
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||||||
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@ -320,6 +320,7 @@ MonoBehaviour:
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@ -350,6 +351,7 @@ MonoBehaviour:
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@ -15,10 +15,18 @@ PrefabInstance:
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baseValue: 3
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AlliedTargetMultiplier: 1
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EnemyTargetMultiplier: 1
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duration: 3
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applyToTargetsHit: 1
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applyToSelf: 0
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baseDamagePerTick: 1
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7
Assets/Scripts/AbilitySystem/DamageType.cs
Normal file
7
Assets/Scripts/AbilitySystem/DamageType.cs
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public enum DamageType
|
||||||
|
{
|
||||||
|
Attack,
|
||||||
|
Spell
|
||||||
|
}
|
11
Assets/Scripts/AbilitySystem/DamageType.cs.meta
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11
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@ -48,10 +48,14 @@ public class AbsorbEffect : StatusEffect
|
|||||||
|
|
||||||
foreach (var statInfluence in influencingStats)
|
foreach (var statInfluence in influencingStats)
|
||||||
{
|
{
|
||||||
if (stats.statsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
||||||
{
|
{
|
||||||
finalAmount += stat.Value * statInfluence.percentInfluence;
|
finalAmount += stat.Value * statInfluence.percentInfluence;
|
||||||
}
|
}
|
||||||
|
else if (stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat))
|
||||||
|
{
|
||||||
|
finalAmount += secondaryStat.Value * statInfluence.percentInfluence;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return finalAmount;
|
return finalAmount;
|
||||||
|
@ -39,10 +39,14 @@ public class DamageIncomeModifierEffect : StatusEffect
|
|||||||
|
|
||||||
foreach (var statInfluence in influencingStats)
|
foreach (var statInfluence in influencingStats)
|
||||||
{
|
{
|
||||||
if (stats.statsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
||||||
{
|
{
|
||||||
finalAmount += stat.Value * statInfluence.percentInfluence;
|
finalAmount += stat.Value * statInfluence.percentInfluence;
|
||||||
}
|
}
|
||||||
|
else if (stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat))
|
||||||
|
{
|
||||||
|
finalAmount += secondaryStat.Value * statInfluence.percentInfluence;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return finalAmount;
|
return finalAmount;
|
||||||
|
@ -62,10 +62,14 @@ public class DamageOverTimeEffect : StatusEffect
|
|||||||
|
|
||||||
foreach (var statInfluence in influencingStats)
|
foreach (var statInfluence in influencingStats)
|
||||||
{
|
{
|
||||||
if (stats.statsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
||||||
{
|
{
|
||||||
finalDamage += stat.Value * statInfluence.percentInfluence;
|
finalDamage += stat.Value * statInfluence.percentInfluence;
|
||||||
}
|
}
|
||||||
|
else if (stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat))
|
||||||
|
{
|
||||||
|
finalDamage += secondaryStat.Value * statInfluence.percentInfluence;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return finalDamage;
|
return finalDamage;
|
||||||
|
@ -21,6 +21,7 @@ public class InstantValueEffect : BaseEffect
|
|||||||
|
|
||||||
private float finalValue;
|
private float finalValue;
|
||||||
private CharacterStats stats;
|
private CharacterStats stats;
|
||||||
|
private DamageType damageType = DamageType.Attack;
|
||||||
|
|
||||||
public override void ApplyEffect(Taggable user, List<Taggable> targets)
|
public override void ApplyEffect(Taggable user, List<Taggable> targets)
|
||||||
{
|
{
|
||||||
@ -45,7 +46,7 @@ public class InstantValueEffect : BaseEffect
|
|||||||
{
|
{
|
||||||
targetHealth = target.GetComponent<Health>();
|
targetHealth = target.GetComponent<Health>();
|
||||||
if (targetHealth != null)
|
if (targetHealth != null)
|
||||||
targetHealth.photonView.RPC(nameof(targetHealth.RPC_ChangeValueHealth), targetHealth.photonView.Owner, GetCorrectValueSign(user, target));
|
targetHealth.photonView.RPC(nameof(targetHealth.RPC_ChangeValueHealth), targetHealth.photonView.Owner, GetCorrectValueSign(user, target), (int)damageType);
|
||||||
//targetHealth.ChangeValue(target.targetTag == TargettingTag.Enemy ? -value : value);
|
//targetHealth.ChangeValue(target.targetTag == TargettingTag.Enemy ? -value : value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -85,12 +86,20 @@ public class InstantValueEffect : BaseEffect
|
|||||||
{
|
{
|
||||||
foreach (var statInfluence in influencingStats)
|
foreach (var statInfluence in influencingStats)
|
||||||
{
|
{
|
||||||
if (stats.statsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
||||||
{
|
{
|
||||||
finalValue += stat.Value * statInfluence.percentInfluence;
|
finalValue += stat.Value * statInfluence.percentInfluence;
|
||||||
}
|
}
|
||||||
|
else if(stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat))
|
||||||
|
{
|
||||||
|
finalValue += secondaryStat.Value * statInfluence.percentInfluence;
|
||||||
|
|
||||||
|
if (statInfluence.statTag.name.ToLower().Contains("Attack")) damageType = DamageType.Attack;
|
||||||
|
else if (statInfluence.statTag.name.ToLower().Contains("Spell")) damageType = DamageType.Spell;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
Debug.Log("FinalValue = " + finalValue + " dmgType = " + damageType);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -45,10 +45,14 @@ public class MovementSpeedModifierEffect : StatusEffect
|
|||||||
|
|
||||||
foreach (var statInfluence in influencingStats)
|
foreach (var statInfluence in influencingStats)
|
||||||
{
|
{
|
||||||
if (stats.statsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
|
||||||
{
|
{
|
||||||
finalAmount += stat.Value * statInfluence.percentInfluence;
|
finalAmount += stat.Value * statInfluence.percentInfluence;
|
||||||
}
|
}
|
||||||
|
else if (stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat))
|
||||||
|
{
|
||||||
|
finalAmount += secondaryStat.Value * statInfluence.percentInfluence;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return finalAmount;
|
return finalAmount;
|
||||||
|
@ -23,18 +23,18 @@ public class UnitDifficultySettings : ScriptableObject
|
|||||||
{
|
{
|
||||||
randomizedMainStat = false;
|
randomizedMainStat = false;
|
||||||
|
|
||||||
foreach (string stat in stats.statsDictionary.Keys)
|
foreach (string stat in stats.primaryStatsDictionary.Keys)
|
||||||
{
|
{
|
||||||
if (Random.Range(0, 101) < 40 && !randomizedMainStat)
|
if (Random.Range(0, 101) < 40 && !randomizedMainStat)
|
||||||
{
|
{
|
||||||
randomizedMainStat = true;
|
randomizedMainStat = true;
|
||||||
stats.statsDictionary[stat].BaseValue += mainBaseStatFlatIncrease;
|
stats.primaryStatsDictionary[stat].BaseValue += mainBaseStatFlatIncrease;
|
||||||
stats.statsDictionary[stat].AddModifier(new StatModifier(mainStatPercentIncrease, StatModType.PercentMult, this));
|
stats.primaryStatsDictionary[stat].AddModifier(new StatModifier(mainStatPercentIncrease, StatModType.PercentMult, this));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
stats.statsDictionary[stat].BaseValue += secondaryBaseStatsFlatIncrease;
|
stats.primaryStatsDictionary[stat].BaseValue += secondaryBaseStatsFlatIncrease;
|
||||||
stats.statsDictionary[stat].AddModifier(new StatModifier(secondaryStatsPercentIncrease, StatModType.PercentMult, this));
|
stats.primaryStatsDictionary[stat].AddModifier(new StatModifier(secondaryStatsPercentIncrease, StatModType.PercentMult, this));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -63,6 +63,12 @@ public static class GameConstants
|
|||||||
|
|
||||||
public static class CharacterStatsBalancing
|
public static class CharacterStatsBalancing
|
||||||
{
|
{
|
||||||
|
public const float AttackDamageIncreaseFromStrength = 1f; //100% str => AttkDmg
|
||||||
|
public const float AttackDamageIncreaseFromAgility = 0.45f; // 45% agi => AttkDmg
|
||||||
|
|
||||||
|
public const float SpellDamageIncreaseFromIntelligence = 1f; //100% int => SpDmg
|
||||||
|
public const float SpellDamageIncreaseFromSpirit = 0.45f; // 45% spi => SpDmg
|
||||||
|
|
||||||
public const float CritChanceIncreaseFromAgility = 0.005f; //0.5% agi => critChance (30% +/- tops)
|
public const float CritChanceIncreaseFromAgility = 0.005f; //0.5% agi => critChance (30% +/- tops)
|
||||||
public const float CritChanceIncreaseFromIntelligence = 0.002f; //0.2% int => critChance (12% +/- tops)
|
public const float CritChanceIncreaseFromIntelligence = 0.002f; //0.2% int => critChance (12% +/- tops)
|
||||||
|
|
||||||
@ -70,12 +76,6 @@ public static class GameConstants
|
|||||||
public const float CritDamageIncreaseFromAgility = 0.002f; //0.2% agi => critDmg
|
public const float CritDamageIncreaseFromAgility = 0.002f; //0.2% agi => critDmg
|
||||||
public const float CritDamageIncreaseFromIntelligence = 0.001f; //0.1% int => critDmg
|
public const float CritDamageIncreaseFromIntelligence = 0.001f; //0.1% int => critDmg
|
||||||
|
|
||||||
public const float AttackDamageIncreaseFromStrength = 1f; //100% str => AttkDmg
|
|
||||||
public const float AttackDamageIncreaseFromAgility = 0.45f; // 45% agi => AttkDmg
|
|
||||||
|
|
||||||
public const float SpellDamageIncreaseFromIntelligence = 1f; //100% int => SpDmg
|
|
||||||
public const float SpellDamageIncreaseFromSpirit = 0.45f; // 45% spi => SpDmg
|
|
||||||
|
|
||||||
public const float MaxHealthIncreaseFromSpirit = 0.1f; // 10% spi => MaxHP
|
public const float MaxHealthIncreaseFromSpirit = 0.1f; // 10% spi => MaxHP
|
||||||
public const float MaxHealthIncreaseFromVitality = 1f; //100% vit => MaxHP
|
public const float MaxHealthIncreaseFromVitality = 1f; //100% vit => MaxHP
|
||||||
|
|
||||||
@ -84,9 +84,15 @@ public static class GameConstants
|
|||||||
public const float ArmorIncreaseFromVitality = 0.3f; //30% vit => Armor
|
public const float ArmorIncreaseFromVitality = 0.3f; //30% vit => Armor
|
||||||
|
|
||||||
public const float MagicResistanceIncreaseFromIntelligence = 0.1f; // 10% int => MagicRess
|
public const float MagicResistanceIncreaseFromIntelligence = 0.1f; // 10% int => MagicRess
|
||||||
public const float MagicResistanceIncreaseFromSpirit = 1f; //100% spi => MagicRes
|
public const float MagicResistanceIncreaseFromSpirit = 0.45f; //45% spi => MagicRes
|
||||||
public const float MagicResistanceIncreaseFromVitality = 0.2f; //20% vit => MagicRes
|
public const float MagicResistanceIncreaseFromVitality = 0.2f; //20% vit => MagicRes
|
||||||
|
|
||||||
|
public const float PercentArmorIntoDamageReduction = 0.01f; //each point of armor == 0.01% attack dmg reduction
|
||||||
|
public const float PercentMagicResistanceIntoDamageReduction = 0.01f; // each point of MR == 0.01% spell dmg reduction
|
||||||
|
|
||||||
|
public const float MaximumPercentDamageReductionFromArmor = 0.75f;
|
||||||
|
public const float MaximumPercentDamageReductionFromMagicResistance = 0.75f;
|
||||||
|
|
||||||
public const float BaseMaxHealthGrowthPerLevel = 0.2f;
|
public const float BaseMaxHealthGrowthPerLevel = 0.2f;
|
||||||
|
|
||||||
public const float VitalityToHealthRate = 10f;
|
public const float VitalityToHealthRate = 10f;
|
||||||
@ -215,12 +221,13 @@ public static class GameConstants
|
|||||||
|
|
||||||
public static object AllocatedSource = "Allocated";
|
public static object AllocatedSource = "Allocated";
|
||||||
public static object LevelSource = "Level";
|
public static object LevelSource = "Level";
|
||||||
|
public static object BaseValueSource = "Base";
|
||||||
|
|
||||||
public static object StrengthSource = "STR";
|
public static object StrengthSource = "Strength";
|
||||||
public static object AgilitySource = "AGI";
|
public static object AgilitySource = "Agility";
|
||||||
public static object IntelligenceSource = "INT";
|
public static object IntelligenceSource = "Intelligence";
|
||||||
public static object SpiritSource = "SPI";
|
public static object SpiritSource = "Spirit";
|
||||||
public static object VitalitySource = "VIT";
|
public static object VitalitySource = "Vitality";
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
|
@ -22,6 +22,8 @@ public class Health : Resource
|
|||||||
public bool Invulnerable => invulnerable;
|
public bool Invulnerable => invulnerable;
|
||||||
|
|
||||||
float incomingValue;
|
float incomingValue;
|
||||||
|
float percentStatMitigation;
|
||||||
|
float reducedDamage;
|
||||||
|
|
||||||
private bool isDead;
|
private bool isDead;
|
||||||
|
|
||||||
@ -41,9 +43,10 @@ public class Health : Resource
|
|||||||
damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>();
|
damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>();
|
||||||
|
|
||||||
|
|
||||||
baseMaxValue = maxValue;
|
|
||||||
baseFlatRegen = flatRegen;
|
baseFlatRegen = flatRegen;
|
||||||
|
|
||||||
|
character.MaxHealth.BaseValue = baseMaxValue;
|
||||||
|
|
||||||
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -87,6 +90,31 @@ public class Health : Resource
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected void HandleStatMitigation(DamageType dmgType)
|
||||||
|
{
|
||||||
|
if (incomingValue < 0)
|
||||||
|
{
|
||||||
|
percentStatMitigation = Mathf.Clamp((dmgType == DamageType.Attack ?
|
||||||
|
character.Armor.Value * GameConstants.CharacterStatsBalancing.PercentArmorIntoDamageReduction :
|
||||||
|
character.MagicResistance.Value * GameConstants.CharacterStatsBalancing.PercentMagicResistanceIntoDamageReduction), 0,
|
||||||
|
dmgType == DamageType.Attack ?
|
||||||
|
GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromArmor :
|
||||||
|
GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromMagicResistance);
|
||||||
|
|
||||||
|
Debug.Log(gameObject.name + " mitigating = " + percentStatMitigation + " percent");
|
||||||
|
reducedDamage = incomingValue * percentStatMitigation;
|
||||||
|
incomingValue += Mathf.Abs(reducedDamage);
|
||||||
|
Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + $" after mitigations from {(dmgType == DamageType.Attack ? nameof(character.Armor) : nameof(character.MagicResistance))}");
|
||||||
|
|
||||||
|
if (incomingValue > 0) //avoid damage ultra mitigated turning into healing
|
||||||
|
incomingValue = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
protected void HandleMagicResistanceMitigation()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
protected void HandleAbsorbEffects()
|
protected void HandleAbsorbEffects()
|
||||||
{
|
{
|
||||||
if (incomingValue < 0)
|
if (incomingValue < 0)
|
||||||
@ -131,6 +159,37 @@ public class Health : Resource
|
|||||||
onResourceChanged.Invoke(currentValue);
|
onResourceChanged.Invoke(currentValue);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ChangeValue(float value, int dmgType)
|
||||||
|
{
|
||||||
|
if (!photonView.IsMine) return;
|
||||||
|
//Debug.Log("Value to change: " + value);
|
||||||
|
|
||||||
|
if (isDead) return;
|
||||||
|
|
||||||
|
incomingValue = value;
|
||||||
|
|
||||||
|
Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + " before mitigations " + (DamageType)dmgType);
|
||||||
|
|
||||||
|
if (invulnerable && incomingValue < 0) return;
|
||||||
|
|
||||||
|
HandleDamageIncomeModifierEffects();
|
||||||
|
|
||||||
|
HandleStatMitigation((DamageType)dmgType);
|
||||||
|
|
||||||
|
HandleAbsorbEffects();
|
||||||
|
|
||||||
|
currentValue += incomingValue;
|
||||||
|
|
||||||
|
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
|
||||||
|
if (currentValue == 0)
|
||||||
|
{
|
||||||
|
//dead;
|
||||||
|
onDeath.Invoke();
|
||||||
|
}
|
||||||
|
//Debug.Log("CurrentHealth: " + currentValue);
|
||||||
|
onResourceChanged.Invoke(currentValue);
|
||||||
|
}
|
||||||
|
|
||||||
public bool EnoughHealth(float cost)
|
public bool EnoughHealth(float cost)
|
||||||
{
|
{
|
||||||
if (invulnerable) return true;
|
if (invulnerable) return true;
|
||||||
@ -140,11 +199,11 @@ public class Health : Resource
|
|||||||
|
|
||||||
|
|
||||||
[PunRPC]
|
[PunRPC]
|
||||||
public void RPC_ChangeValueHealth(float value)
|
public void RPC_ChangeValueHealth(float value, int dmgType)
|
||||||
{
|
{
|
||||||
if (!photonView.IsMine) return;
|
if (!photonView.IsMine) return;
|
||||||
//Debug.Log("Received ChangeValue from RPC from someone");
|
//Debug.Log("Received ChangeValue from RPC from someone");
|
||||||
ChangeValue(value);
|
ChangeValue(value, dmgType);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override float GetMaxValue()
|
public override float GetMaxValue()
|
||||||
@ -154,7 +213,7 @@ public class Health : Resource
|
|||||||
|
|
||||||
public virtual void CalculateMaxValueBasedOnStat()
|
public virtual void CalculateMaxValueBasedOnStat()
|
||||||
{
|
{
|
||||||
maxValue = baseMaxValue + character.MaxHealth.Value;
|
maxValue = character.MaxHealth.Value;
|
||||||
|
|
||||||
CalculateRegenValueBasedOnStat();
|
CalculateRegenValueBasedOnStat();
|
||||||
|
|
||||||
|
@ -24,7 +24,6 @@ public class Mana : Resource
|
|||||||
character = GetComponent<CharacterStats>();
|
character = GetComponent<CharacterStats>();
|
||||||
photonView = GetComponent<PhotonView>();
|
photonView = GetComponent<PhotonView>();
|
||||||
|
|
||||||
baseMaxValue = maxValue;
|
|
||||||
baseFlatRegen = flatRegen;
|
baseFlatRegen = flatRegen;
|
||||||
|
|
||||||
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
|
||||||
|
@ -1,3 +1,4 @@
|
|||||||
|
using Kryz.CharacterStats;
|
||||||
using Kryz.CharacterStats.Examples;
|
using Kryz.CharacterStats.Examples;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
@ -15,7 +16,11 @@ public class PlayerHealth : Health
|
|||||||
{
|
{
|
||||||
currentLevel = ((PlayerCharacterStats)character).level.currentLevel - 1;
|
currentLevel = ((PlayerCharacterStats)character).level.currentLevel - 1;
|
||||||
|
|
||||||
maxValue = (baseMaxValue + (baseMaxValue * currentLevel * GameConstants.CharacterStatsBalancing.BaseMaxHealthGrowthPerLevel)) + character.MaxHealth.Value;
|
//character.MaxHealth.RemoveAllModifiersFromSource(GameConstants.ObjectSources.LevelSource);
|
||||||
|
//
|
||||||
|
//character.MaxHealth.AddModifier(new StatModifier(baseMaxValue * currentLevel * GameConstants.CharacterStatsBalancing.BaseMaxHealthGrowthPerLevel, StatModType.Flat, GameConstants.ObjectSources.LevelSource));
|
||||||
|
|
||||||
|
maxValue = character.MaxHealth.Value;
|
||||||
|
|
||||||
CalculateRegenValueBasedOnStat();
|
CalculateRegenValueBasedOnStat();
|
||||||
|
|
||||||
|
@ -8,6 +8,7 @@ public class Resource : MonoBehaviour, IPunObservable
|
|||||||
{
|
{
|
||||||
[SerializeField] protected float currentValue;
|
[SerializeField] protected float currentValue;
|
||||||
[SerializeField] protected float maxValue;
|
[SerializeField] protected float maxValue;
|
||||||
|
[SerializeField] protected float baseMaxValue;
|
||||||
[SerializeField] protected float flatRegen;
|
[SerializeField] protected float flatRegen;
|
||||||
[SerializeField] protected float percentRegen;
|
[SerializeField] protected float percentRegen;
|
||||||
[SerializeField] protected float timeBetweenRegens;
|
[SerializeField] protected float timeBetweenRegens;
|
||||||
@ -16,7 +17,6 @@ public class Resource : MonoBehaviour, IPunObservable
|
|||||||
|
|
||||||
public UnityEvent<float> onResourceChanged = new UnityEvent<float>();
|
public UnityEvent<float> onResourceChanged = new UnityEvent<float>();
|
||||||
|
|
||||||
protected float baseMaxValue;
|
|
||||||
protected float baseFlatRegen;
|
protected float baseFlatRegen;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
|
@ -45,6 +45,12 @@ public class ResourceOrbUI : MonoBehaviour
|
|||||||
|
|
||||||
mana.onResourceChanged.AddListener(UpdateCurrentMana);
|
mana.onResourceChanged.AddListener(UpdateCurrentMana);
|
||||||
mana.onMaxManaChanged.AddListener(UpdateMaxMana);
|
mana.onMaxManaChanged.AddListener(UpdateMaxMana);
|
||||||
|
|
||||||
|
UpdateCurrentHealth(health.GetCurrentValue());
|
||||||
|
UpdateMaxHealth(health.GetMaxValue());
|
||||||
|
|
||||||
|
UpdateCurrentMana(mana.GetCurrentValue());
|
||||||
|
UpdateMaxMana(mana.GetMaxValue());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateCurrentHealth(float value)
|
public void UpdateCurrentHealth(float value)
|
||||||
|
@ -94,7 +94,7 @@ Material:
|
|||||||
- _Mode: 0
|
- _Mode: 0
|
||||||
- _OcclusionStrength: 1
|
- _OcclusionStrength: 1
|
||||||
- _Parallax: 0.02
|
- _Parallax: 0.02
|
||||||
- _Rotation: 51.168888
|
- _Rotation: 7.4397726
|
||||||
- _SmoothnessTextureChannel: 0
|
- _SmoothnessTextureChannel: 0
|
||||||
- _SpecularHighlights: 1
|
- _SpecularHighlights: 1
|
||||||
- _SrcBlend: 1
|
- _SrcBlend: 1
|
||||||
|
Loading…
x
Reference in New Issue
Block a user