using System.Collections; using System.Collections.Generic; using UnityEngine; using RPGCreationKit; namespace RPGCreationKit { /// /// Contains global variables (or calls to member variables) that can be useful through many situations. /// public static class GlobalVariables { public static int PlayerStrength { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Strength; else return 0; } } public static int PlayerDexterity { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Dexterity; else return 0; } } public static int PlayerAgility { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Agility; else return 0; } } public static int PlayerConstitution { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Constitution; else return 0; } } public static int PlayerSpeed { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Speed; else return 0; } } public static int PlayerEndurance { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Endurance; else return 0; } } public static int PlayerCharisma { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.attributes.Charisma; else return 0; } } public static float PlayerCurHealth { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.CurHealth; else return 0; } } public static float PlayerMaxHealth { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.MaxHealth; else return 0; } } public static float PlayerCurStamina { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.CurStamina; else return 0; } } public static float PlayerMaxStamina { get { if (EntityAttributes.PlayerAttributes != null) return EntityAttributes.PlayerAttributes.MaxStamina; else return 0; } } public static float PLAYER_HEARS_NPC_DIALOGUES_DISTANCE { get { return RCKSettings.PLAYER_HEARS_NPC_DIALOGUES_DISTANCE; } } } }