b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
988 lines
25 KiB
C#
988 lines
25 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit;
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using RPGCreationKit.SaveSystem;
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namespace RPGCreationKit
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{
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public enum EntityBaseAttributes
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{
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Strength = 0,
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Dexterity = 1,
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Agility = 2,
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Constitution = 3,
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Speed = 4,
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Endurance = 5,
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Charisma = 6,
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Intelligence = 7,
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Willpower = 8,
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StrengthPoints = 9,
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DexterityPoints = 10,
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AgilityPoints = 11,
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ConstitutionPoints = 12,
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SpeedPoints = 13,
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EndurancePoints = 14,
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CharismaPoints = 15,
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IntelligencePoints = 16,
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WillpowerPoints = 17
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};
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public enum EntityBaseAttributesState
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{
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Normal = 0,
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Buffed = 1,
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Debuffed = 2
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}
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[System.Serializable]
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public class BaseAttributes
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{
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public int Strength = 5;
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public int StrengthPoints = 0;
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public int Dexterity = 5;
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public int DexterityPoints = 0;
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public int Agility = 5;
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public int AgilityPoints = 0;
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public int Constitution = 5;
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public int ConstitutionPoints = 0;
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public int Speed = 5;
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public int SpeedPoints = 0;
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public int Endurance = 5;
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public int EndurancePoints = 0;
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public int Charisma = 5;
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public int CharismaPoints = 0;
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public int Intelligence = 5;
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public int IntelligencePoints = 0;
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public int Willpower = 5;
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public int WillpowerPoints = 0;
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}
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[System.Serializable]
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public class EntityDerivedAttributes
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{
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public float maxHealth = RCKSettings.ATTRIBUTES_DEF_HEALTH;
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public float curHealth = RCKSettings.ATTRIBUTES_DEF_HEALTH;
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public float curMana = RCKSettings.ATTRIBUTES_DEF_MANA;
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public float maxStamina = RCKSettings.ATTRIBUTES_DEF_STAMINA;
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public float curStamina = RCKSettings.ATTRIBUTES_DEF_STAMINA;
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public float maxMana = RCKSettings.ATTRIBUTES_DEF_MANA;
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public int maxEncumbrance = 150;
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public float walkSpeed = 1.4f;
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public float runSpeed = 2.5f;
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[Range(20, 200), Tooltip("Determines the accuracy of the shots of this AI, 100 means it will always aim correctly, 0 means it will likely never get the target")]
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public float rangedCombatAccuracy = 70;
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[Range(0, 100), Tooltip("Determines the ability of this AI to Predict the position of its target while using a ranged weapon. This includes aiming higher to get targets that are further away (or just too far away for the Weapon's Reach")]
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public float rangedCombatPrediction = 70;
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}
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public class EntityAttributes : MonoBehaviour
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{
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#region PlayerAttributes
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public static EntityAttributes PlayerAttributes;
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private void Awake()
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{
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if (!PlayerAttributes)
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if (gameObject.CompareTag("Player"))
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PlayerAttributes = this;
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}
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[SerializeField] Transform activeEffectsUIContainer;
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#endregion
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[Header("Attributes")]
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[SerializeField]
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public BaseAttributes attributes;
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[Space(5)]
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[SerializeField]
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public EntityDerivedAttributes derivedAttributes;
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public bool bleeds = true;
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public GameObject bloodPrefab;
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public float CurHealth
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{
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get { return derivedAttributes.curHealth; }
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set { derivedAttributes.curHealth = value; }
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}
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public float CurStamina
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{
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get { return derivedAttributes.curStamina; }
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set { derivedAttributes.curStamina = value; }
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}
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public float CurMana
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{
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get { return derivedAttributes.curMana; }
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set { derivedAttributes.curMana = value; }
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}
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public float MaxHealth
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{
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get { return derivedAttributes.maxHealth; }
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set
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{
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derivedAttributes.maxHealth = value;
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if (CurHealth >= derivedAttributes.maxHealth)
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CurHealth = derivedAttributes.maxHealth;
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if (PlayerAttributes == this)
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Player.RckPlayer.instance.UpdateHealthStaminaGUI();
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}
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}
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public float MaxStamina
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{
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get { return derivedAttributes.maxStamina; }
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set
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{
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derivedAttributes.maxStamina = value;
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if (CurStamina >= derivedAttributes.maxStamina)
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CurStamina = derivedAttributes.maxStamina;
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if (PlayerAttributes == this)
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Player.RckPlayer.instance.UpdateHealthStaminaGUI();
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}
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}
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public float MaxMana
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{
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get { return derivedAttributes.maxMana; }
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set
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{
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derivedAttributes.maxMana = value;
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if (CurMana >= derivedAttributes.maxMana)
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CurMana = derivedAttributes.maxStamina;
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if (PlayerAttributes == this)
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Player.RckPlayer.instance.UpdateHealthStaminaGUI();
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}
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}
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[Space(5)]
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public List<EffectOnEntity> activeEffects;
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//public Dictionary<int, EffectOnEntity> activeEffects;
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public void ExecuteEffects(EffectOnEntity[] effects)
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{
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bool overtime = false;
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for (int i = 0; i < effects.Length; i++)
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{
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EffectOnEntity effectCopy = new EffectOnEntity(effects[i]);
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switch (effects[i].effectType)
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{
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case ConsumableEffectType.DamageAttribute:
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effectCopy.isOnDuration = true;
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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DamageAttribute(effectCopy, overtime);
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activeEffects.Add(effectCopy); break;
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case ConsumableEffectType.DamageHealth:
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effectCopy.isOnDuration = false;
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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overtime = (effectCopy.duration != 0);
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DamageHealth(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.DamageStamina:
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effectCopy.isOnDuration = false;
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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overtime = (effectCopy.duration != 0);
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DamageStamina(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.DamageMana:
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effectCopy.isOnDuration = true;
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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DamageMana(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.FortifyAttribute:
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effectCopy.isOnDuration = true;
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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overtime = (effectCopy.duration != 0);
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FortifyAttribute(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.FortifyHealth:
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effectCopy.isOnDuration = true;
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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FortifyHealth(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.FortifyStamina:
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effectCopy.isOnDuration = true;
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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FortifyStamina(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.FortifyMana:
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effectCopy.isOnDuration = true;
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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FortifyMana(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.RestoreAttribute:
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break;
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case ConsumableEffectType.RestoreHealth:
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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RestoreHealth(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.RestoreStamina:
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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RestoreStamina(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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case ConsumableEffectType.RestoreMana:
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overtime = (effectCopy.duration != 0);
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effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
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RestoreMana(effectCopy, overtime);
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activeEffects.Add(effectCopy);
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break;
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}
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}
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}
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public void DamageAttribute(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(DamageAttributeUpdate(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, true);
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}
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}
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else
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AlterAttribute(effect, false);
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}
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public void FortifyAttribute(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(FortifyAttributeUpdate(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, true);
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}
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}
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else
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AlterAttribute(effect, true);
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}
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public void RestoreAttribute(EntityBaseAttributes _attribute, float _duration, float _magnitude)
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{
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}
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public void DamageHealth(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(DecreaseHealth(effect));
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// Show on UI
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, false);
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}
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}
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else
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CurHealth -= effect.magnitude;
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}
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public void DamageHealth(float _amount, bool _overtime, float rate)
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{
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if (_overtime)
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StartCoroutine(DecreaseHealth(_amount, rate));
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else
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CurHealth -= _amount;
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}
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public void DamageStamina(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(DecreaseStamina(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, false);
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}
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}
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else
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CurStamina -= effect.magnitude;
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}
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public void DamageMana(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(DecreaseMana(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, false);
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}
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}
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else
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CurMana -= effect.magnitude;
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}
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public void DamageStamina(float _amount, bool _overtime, float rate)
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{
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if (_overtime)
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StartCoroutine(DecreaseStamina(_amount, rate));
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else
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CurStamina -= _amount;
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}
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public void DamageMana(float _amount, bool _overtime, float rate)
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{
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if (_overtime)
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StartCoroutine(DecreaseMana(_amount, rate));
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else
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CurMana -= _amount;
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}
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public void RestoreHealth(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(IncreaseHealth(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, false);
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}
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}
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else
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CurHealth += effect.magnitude;
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}
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public void RestoreStamina(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(IncreaseStamina(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, false);
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}
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}
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else
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CurStamina += effect.magnitude;
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}
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public void RestoreMana(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(IncreaseMana(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, false);
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}
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}
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else
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CurMana += effect.magnitude;
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}
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public void FortifyHealth(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(FortifyHealthUpdate(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, true);
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}
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}
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else
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MaxHealth += effect.magnitude;
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}
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public void FortifyStamina(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(FortifyStaminaUpdate(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, true);
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}
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}
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else
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MaxStamina += effect.magnitude;
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}
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public void FortifyMana(EffectOnEntity effect, bool _overtime = false)
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{
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if (_overtime)
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{
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StartCoroutine(FortifyManaUpdate(effect));
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if (PlayerAttributes == this && effect.showInEffectsUI)
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{
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EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
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effectUI.gameObject.SetActive(true);
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effectUI.Init(effect, true);
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}
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}
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else
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MaxMana += effect.magnitude;
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}
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void AlterAttribute(EffectOnEntity _effect, bool _add)
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{
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switch (_effect.onAttribute)
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{
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case EntityBaseAttributes.Strength:
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attributes.Strength = (_add) ? (attributes.Strength + (int)_effect.magnitude) : (attributes.Strength - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Dexterity:
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attributes.Dexterity = (_add) ? (attributes.Dexterity + (int)_effect.magnitude) : (attributes.Dexterity - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Agility:
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attributes.Agility = (_add) ? (attributes.Agility + (int)_effect.magnitude) : (attributes.Agility - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Constitution:
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attributes.Constitution = (_add) ? (attributes.Constitution + (int)_effect.magnitude) : (attributes.Constitution - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Speed:
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attributes.Speed = (_add) ? (attributes.Speed + (int)_effect.magnitude) : (attributes.Speed - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Endurance:
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attributes.Endurance = (_add) ? (attributes.Speed + (int)_effect.magnitude) : (attributes.Endurance - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Charisma:
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attributes.Charisma = (_add) ? (attributes.Charisma + (int)_effect.magnitude) : (attributes.Charisma - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Intelligence:
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attributes.Intelligence = (_add) ? (attributes.Intelligence + (int)_effect.magnitude) : (attributes.Intelligence - (int)_effect.magnitude);
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break;
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case EntityBaseAttributes.Willpower:
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attributes.Willpower = (_add) ? (attributes.Willpower + (int)_effect.magnitude) : (attributes.Willpower - (int)_effect.magnitude);
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break;
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}
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}
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IEnumerator FortifyHealthUpdate(EffectOnEntity effect)
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{
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MaxHealth += effect.magnitude;
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while (effect.duration >= effect.magnitudeAlreadyApplied)
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{
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while (GameStatus.instance.IsPaused)
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yield return null;
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effect.magnitudeAlreadyApplied += 1 * Time.deltaTime;
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yield return null;
|
|
}
|
|
|
|
MaxHealth -= effect.magnitude;
|
|
|
|
yield return null;
|
|
}
|
|
|
|
IEnumerator FortifyAttributeUpdate(EffectOnEntity effect)
|
|
{
|
|
AlterAttribute(effect, true);
|
|
|
|
while (effect.duration >= effect.magnitudeAlreadyApplied)
|
|
{
|
|
while (GameStatus.instance.IsPaused)
|
|
yield return null;
|
|
|
|
effect.magnitudeAlreadyApplied += 1 * Time.deltaTime;
|
|
|
|
|
|
yield return null;
|
|
}
|
|
|
|
AlterAttribute(effect, false);
|
|
yield return null;
|
|
}
|
|
|
|
IEnumerator DamageAttributeUpdate(EffectOnEntity effect)
|
|
{
|
|
AlterAttribute(effect, false);
|
|
|
|
while (effect.duration >= effect.magnitudeAlreadyApplied)
|
|
{
|
|
while (GameStatus.instance.IsPaused)
|
|
yield return null;
|
|
|
|
effect.magnitudeAlreadyApplied += 1 * Time.deltaTime;
|
|
|
|
yield return null;
|
|
}
|
|
|
|
AlterAttribute(effect, true);
|
|
yield return null;
|
|
}
|
|
|
|
IEnumerator FortifyStaminaUpdate(EffectOnEntity effect)
|
|
{
|
|
MaxStamina += effect.magnitude;
|
|
|
|
while (effect.duration >= effect.magnitudeAlreadyApplied)
|
|
{
|
|
while (GameStatus.instance.IsPaused)
|
|
yield return null;
|
|
|
|
effect.magnitudeAlreadyApplied += 1 * Time.deltaTime;
|
|
|
|
//Debug.Log(effect.duration + " | " + effect.magnitudeAlreadyApplied);
|
|
|
|
yield return null;
|
|
}
|
|
|
|
MaxStamina -= effect.magnitude;
|
|
|
|
yield return null;
|
|
}
|
|
|
|
IEnumerator FortifyManaUpdate(EffectOnEntity effect)
|
|
{
|
|
MaxMana += effect.magnitude;
|
|
|
|
while (effect.duration >= effect.magnitudeAlreadyApplied)
|
|
{
|
|
while (GameStatus.instance.IsPaused)
|
|
yield return null;
|
|
|
|
effect.magnitudeAlreadyApplied += 1 * Time.deltaTime;
|
|
|
|
//Debug.Log(effect.duration + " | " + effect.magnitudeAlreadyApplied);
|
|
|
|
yield return null;
|
|
}
|
|
|
|
MaxMana -= effect.magnitude;
|
|
|
|
yield return null;
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// To gradually decrease a value - Health
|
|
// -----------------------------------------------------------------------------
|
|
IEnumerator DecreaseHealth(EffectOnEntity effect)
|
|
{
|
|
float decreased = effect.magnitudeAlreadyApplied;
|
|
float delta = effect.magnitude / effect.duration;
|
|
|
|
while (true)
|
|
{
|
|
float maxDecrease = effect.magnitude - decreased;
|
|
float decreaseRate = Time.deltaTime * delta;
|
|
|
|
if (decreaseRate > maxDecrease) // Reached max damage
|
|
{
|
|
CurHealth -= maxDecrease;
|
|
effect.magnitudeAlreadyApplied += maxDecrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurHealth -= decreaseRate;
|
|
decreased += decreaseRate;
|
|
effect.magnitudeAlreadyApplied += decreaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurHealth = Mathf.Clamp(CurHealth, 0, MaxHealth);
|
|
}
|
|
}
|
|
|
|
IEnumerator DecreaseHealth(float _amount, float rate = 1)
|
|
{
|
|
float decreased = 0f;
|
|
|
|
while (true)
|
|
{
|
|
float maxDecrease = _amount - decreased;
|
|
float decreaseRate = Time.deltaTime * rate;
|
|
|
|
if (decreaseRate > maxDecrease) // Reached max damage
|
|
{
|
|
CurHealth -= maxDecrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurHealth -= decreaseRate;
|
|
decreased += decreaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurHealth = Mathf.Clamp(CurHealth, 0, MaxHealth);
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// To gradually increase a value - Health
|
|
// -----------------------------------------------------------------------------
|
|
IEnumerator IncreaseHealth(EffectOnEntity effect)
|
|
{
|
|
float increased = effect.magnitudeAlreadyApplied;
|
|
float delta = effect.magnitude / effect.duration;
|
|
|
|
while (true)
|
|
{
|
|
float maxIncrease = effect.magnitude - increased;
|
|
float increaseRate = Time.deltaTime * delta;
|
|
|
|
if (increaseRate > maxIncrease) // Reached max damage
|
|
{
|
|
CurHealth += maxIncrease;
|
|
effect.magnitudeAlreadyApplied += maxIncrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurHealth += increaseRate;
|
|
increased += increaseRate;
|
|
effect.magnitudeAlreadyApplied += increaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurHealth = Mathf.Clamp(CurHealth, 0, MaxHealth);
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// To gradually decrease a value - Stamina
|
|
// -----------------------------------------------------------------------------
|
|
IEnumerator DecreaseStamina(EffectOnEntity effect)
|
|
{
|
|
float decreased = effect.magnitudeAlreadyApplied;
|
|
float delta = effect.magnitude / effect.duration;
|
|
|
|
while (true)
|
|
{
|
|
float maxDecrease = effect.magnitude - decreased;
|
|
float decreaseRate = Time.deltaTime * delta;
|
|
|
|
if (decreaseRate > maxDecrease) // Reached max damage
|
|
{
|
|
CurStamina -= maxDecrease;
|
|
effect.magnitudeAlreadyApplied += maxDecrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurStamina -= decreaseRate;
|
|
decreased += decreaseRate;
|
|
effect.magnitudeAlreadyApplied += decreaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurStamina = Mathf.Clamp(CurStamina, 0, MaxStamina);
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// To gradually decrease a value - Stamina
|
|
// -----------------------------------------------------------------------------
|
|
IEnumerator DecreaseMana(EffectOnEntity effect)
|
|
{
|
|
float decreased = effect.magnitudeAlreadyApplied;
|
|
float delta = effect.magnitude / effect.duration;
|
|
|
|
while (true)
|
|
{
|
|
float maxDecrease = effect.magnitude - decreased;
|
|
float decreaseRate = Time.deltaTime * delta;
|
|
|
|
if (decreaseRate > maxDecrease) // Reached max damage
|
|
{
|
|
CurMana -= maxDecrease;
|
|
effect.magnitudeAlreadyApplied += maxDecrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurMana -= decreaseRate;
|
|
decreased += decreaseRate;
|
|
effect.magnitudeAlreadyApplied += decreaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurMana = Mathf.Clamp(CurMana, 0, MaxMana);
|
|
}
|
|
}
|
|
|
|
IEnumerator DecreaseStamina(float _amount, float rate = 1)
|
|
{
|
|
float decreased = 0f;
|
|
|
|
while (true)
|
|
{
|
|
float maxDecrease = _amount - decreased;
|
|
float decreaseRate = Time.deltaTime * rate;
|
|
|
|
if (decreaseRate > maxDecrease) // Reached max damage
|
|
{
|
|
CurStamina -= maxDecrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurStamina -= decreaseRate;
|
|
decreased += decreaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurStamina = Mathf.Clamp(CurStamina, 0, MaxStamina);
|
|
}
|
|
}
|
|
|
|
IEnumerator DecreaseMana(float _amount, float rate = 1)
|
|
{
|
|
float decreased = 0f;
|
|
|
|
while (true)
|
|
{
|
|
float maxDecrease = _amount - decreased;
|
|
float decreaseRate = Time.deltaTime * rate;
|
|
|
|
if (decreaseRate > maxDecrease) // Reached max damage
|
|
{
|
|
CurMana -= maxDecrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurMana -= decreaseRate;
|
|
decreased += decreaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurMana = Mathf.Clamp(CurMana, 0, MaxMana);
|
|
}
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// To gradually increase a value - Stamina
|
|
// -----------------------------------------------------------------------------
|
|
IEnumerator IncreaseStamina(EffectOnEntity effect)
|
|
{
|
|
float increased = effect.magnitudeAlreadyApplied;
|
|
float delta = effect.magnitude / effect.duration;
|
|
|
|
while (true)
|
|
{
|
|
float maxIncrease = effect.magnitude - increased;
|
|
float increaseRate = Time.deltaTime * delta;
|
|
|
|
if (increaseRate > maxIncrease) // Reached max damage
|
|
{
|
|
CurStamina += maxIncrease;
|
|
effect.magnitudeAlreadyApplied += maxIncrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurStamina += increaseRate;
|
|
increased += increaseRate;
|
|
effect.magnitudeAlreadyApplied += increaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurStamina = Mathf.Clamp(CurStamina, 0, MaxStamina);
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// To gradually increase a value - Mana
|
|
// -----------------------------------------------------------------------------
|
|
IEnumerator IncreaseMana(EffectOnEntity effect)
|
|
{
|
|
float increased = effect.magnitudeAlreadyApplied;
|
|
float delta = effect.magnitude / effect.duration;
|
|
|
|
while (true)
|
|
{
|
|
float maxIncrease = effect.magnitude - increased;
|
|
float increaseRate = Time.deltaTime * delta;
|
|
|
|
if (increaseRate > maxIncrease) // Reached max damage
|
|
{
|
|
CurMana += maxIncrease;
|
|
effect.magnitudeAlreadyApplied += maxIncrease;
|
|
yield break;
|
|
}
|
|
else
|
|
{
|
|
CurMana += increaseRate;
|
|
increased += increaseRate;
|
|
effect.magnitudeAlreadyApplied += increaseRate;
|
|
yield return null;
|
|
}
|
|
|
|
CurMana = Mathf.Clamp(CurMana, 0, MaxMana);
|
|
}
|
|
}
|
|
|
|
|
|
private void Start()
|
|
{
|
|
InvokeRepeating("CheckActiveEffects", 0, 0.5f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks which effects are active on the character and removes them from the list if they're expired.
|
|
/// </summary>
|
|
public void CheckActiveEffects()
|
|
{
|
|
for (int i = 0; i < activeEffects.Count; i++)
|
|
{
|
|
if (!activeEffects[i].isOnDuration)
|
|
{
|
|
// Check if effect has expired/done what it had to
|
|
if (activeEffects[i].magnitudeAlreadyApplied >= activeEffects[i].magnitude)
|
|
{
|
|
activeEffects[i].isFinished = true;
|
|
activeEffects.RemoveAt(i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Check if effect has expired/done what it had to
|
|
if (activeEffects[i].magnitudeAlreadyApplied >= activeEffects[i].duration)
|
|
{
|
|
activeEffects[i].isFinished = true;
|
|
activeEffects.RemoveAt(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Returns whenever an attribute is currently buffed, debuffed or not
|
|
/// </summary>
|
|
/// <param name="_attribute">The attribute to check</param>
|
|
/// <returns></returns>
|
|
public EntityBaseAttributesState GetAttributeState(EntityBaseAttributes _attribute)
|
|
{
|
|
for (int i = 0; i < activeEffects.Count; i++)
|
|
{
|
|
if (activeEffects[i].effectType == ConsumableEffectType.DamageAttribute && activeEffects[i].onAttribute == _attribute)
|
|
return EntityBaseAttributesState.Debuffed;
|
|
|
|
if (activeEffects[i].effectType == ConsumableEffectType.FortifyAttribute && activeEffects[i].onAttribute == _attribute)
|
|
return EntityBaseAttributesState.Buffed;
|
|
}
|
|
|
|
return EntityBaseAttributesState.Normal;
|
|
}
|
|
|
|
public EntityAttributesSaveData ToSaveData()
|
|
{
|
|
EntityAttributesSaveData newAttData = new EntityAttributesSaveData(attributes, derivedAttributes, activeEffects);
|
|
return newAttData;
|
|
}
|
|
|
|
}
|
|
} |