2025-09-13 20:42:27 +01:00

164 lines
9.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Kryz.CharacterStats.Examples
{
public class CharacterStats : MonoBehaviour
{
[Header("---------------------------------------------------------------------------------------------")]
[Header("Primary Stats:")]
public CharacterStat Cunning;
public CharacterStat Flow;
public CharacterStat Presence;
//Secondary
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Offensive Stats:")]
[Space]
public CharacterStat AttackDamage;
public CharacterStat SpellDamage;
public CharacterStat AttackSpeed;
public CharacterStat CritChance;
public CharacterStat CritDamage;
public CharacterStat AuraPower;
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Resource Stats:")]
[Space]
public CharacterStat MaxHealth;
public CharacterStat HealthRegen;
public CharacterStat MaxMana;
public CharacterStat ManaRegen;
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Defensive Stats:")]
[Space]
public CharacterStat Armor;
public CharacterStat MagicResistance;
public CharacterStat DodgeChance;
public CharacterStat BlockChance;
public CharacterStat BlockEffectiveness;
[Space]
[Header("---------------------------------------------------------------------------------------------")]
[Header("Misc Stats:")]
[Space]
public CharacterStat AreaEffectiveness;
public CharacterStat CooldownReduction;
public CharacterStat MovementSpeed;
public CharacterStat ReputationGainIncrease;
public CharacterStat GoldCostReduction;
//Awakening Related
//public CharacterStat
public Dictionary<string, CharacterStat> primaryStatsDictionary = new Dictionary<string, CharacterStat>();
public Dictionary<string, CharacterStat> secondaryStatsDictionary = new Dictionary<string, CharacterStat>();
public UnityEvent onUpdateStatValues = new UnityEvent();
protected virtual void Awake()
{
primaryStatsDictionary.Add(nameof(Cunning).ToLower(), Cunning);
primaryStatsDictionary.Add(nameof(Flow).ToLower(), Flow);
primaryStatsDictionary.Add(nameof(Presence).ToLower(), Presence);
secondaryStatsDictionary.Add(nameof(AttackDamage).ToLower(), AttackDamage);
secondaryStatsDictionary.Add(nameof(SpellDamage).ToLower(), SpellDamage);
secondaryStatsDictionary.Add(nameof(AttackSpeed).ToLower(), AttackSpeed);
secondaryStatsDictionary.Add(nameof(CritChance).ToLower(), CritChance);
secondaryStatsDictionary.Add(nameof(CritDamage).ToLower(), CritDamage);
secondaryStatsDictionary.Add(nameof(AuraPower).ToLower(), AuraPower);
secondaryStatsDictionary.Add(nameof(HealthRegen).ToLower(), HealthRegen);
secondaryStatsDictionary.Add(nameof(ManaRegen).ToLower(), ManaRegen);
secondaryStatsDictionary.Add(nameof(MaxHealth).ToLower(), MaxHealth);
secondaryStatsDictionary.Add(nameof(MaxMana).ToLower(), MaxMana);
secondaryStatsDictionary.Add(nameof(Armor).ToLower(), Armor);
secondaryStatsDictionary.Add(nameof(MagicResistance).ToLower(), MagicResistance);
secondaryStatsDictionary.Add(nameof(DodgeChance).ToLower(), DodgeChance);
secondaryStatsDictionary.Add(nameof(BlockChance).ToLower(), BlockChance);
secondaryStatsDictionary.Add(nameof(BlockEffectiveness).ToLower(), BlockEffectiveness);
secondaryStatsDictionary.Add(nameof(AreaEffectiveness).ToLower(), AreaEffectiveness);
secondaryStatsDictionary.Add(nameof(CooldownReduction).ToLower(), CooldownReduction);
secondaryStatsDictionary.Add(nameof(MovementSpeed).ToLower(), MovementSpeed);
secondaryStatsDictionary.Add(nameof(ReputationGainIncrease).ToLower(), ReputationGainIncrease);
secondaryStatsDictionary.Add(nameof(GoldCostReduction).ToLower(), GoldCostReduction);
onUpdateStatValues.AddListener(UpdateSecondaryStatsBasedOnPrimaryStats);
}
public void IncreaseAllStatPoints(int amount)
{
onUpdateStatValues.Invoke();
}
public void UpdateSecondaryStatsBasedOnPrimaryStats()
{
//Remove previous
CritChance.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
CritDamage.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
MovementSpeed.RemoveAllModifiersFromSource(GameConstants.ObjectSources.CunningSource);
//HealthRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
MaxMana.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
ManaRegen.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
CooldownReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
AttackSpeed.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
//ResourceCostReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.FlowSource);
AreaEffectiveness.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
ReputationGainIncrease.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
GoldCostReduction.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
AuraPower.RemoveAllModifiersFromSource(GameConstants.ObjectSources.PresenceSource);
//Add refreshed values
CritChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
CritDamage.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.CritDamageIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
//DodgeChance.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatInfluence.DodgeChanceIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
MovementSpeed.AddModifier(new StatModifier(Cunning.Value * GameConstants.CharacterStatsBalancing.MovementSpeedIncreasePerCunning, StatModType.Flat, GameConstants.ObjectSources.CunningSource));
//HealthRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.HealthRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
MaxMana.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.MaxManaIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
ManaRegen.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.ManaRegenIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
CooldownReduction.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.CooldownReductionIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
AttackSpeed.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatsBalancing.AttackSpeedIncreasePerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
//ResourceCostReduction.AddModifier(new StatModifier(Flow.Value * GameConstants.CharacterStatInfluence.ResourceCostReductionPerFlow, StatModType.Flat, GameConstants.ObjectSources.FlowSource));
AreaEffectiveness.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AreaEffectivenessIncreasePerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
ReputationGainIncrease.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.ReputationGainIncreasePerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
GoldCostReduction.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.GoldCostReductionPerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
AuraPower.AddModifier(new StatModifier(Presence.Value * GameConstants.CharacterStatsBalancing.AuraPowerPerPresence, StatModType.Flat, GameConstants.ObjectSources.PresenceSource));
Debug.Log(this.gameObject.name + " has relative power level of: " + GetRelativePowerLevel());
}
public float GetRelativePowerLevel()
{
return AttackDamage.Value * 1.1f + SpellDamage.Value * 1.1f + (CritDamage.Value * (CritChance.Value / 100f)) + MaxHealth.Value * 1f + Armor.Value * 1f + MagicResistance.Value * 1f;
}
}
}