Firstborn/Assets/RPG Creation Kit/Scripts/Attributes System/EntityAttributes.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

970 lines
33 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using RPGCreationKit.SaveSystem;
namespace RPGCreationKit
{
public enum EntityBaseAttributes
{
Strength = 0,
Dexterity = 1,
Agility = 2,
Constitution = 3,
Speed = 4,
Endurance = 5,
Charisma = 6,
Intelligence = 7,
Willpower = 8
};
public enum EntityBaseAttributesState
{
Normal = 0,
Buffed = 1,
Debuffed = 2
}
[System.Serializable]
public class BaseAttributes
{
public int Strength = 5;
public int Dexterity = 5;
public int Agility = 5;
public int Constitution = 5;
public int Speed = 5;
public int Endurance = 5;
public int Charisma = 5;
public int Intelligence = 5;
public int Willpower = 5;
}
[System.Serializable]
public class EntityDerivedAttributes
{
public float maxHealth = RCKSettings.ATTRIBUTES_DEF_HEALTH;
public float curHealth = RCKSettings.ATTRIBUTES_DEF_HEALTH;
public float curMana = RCKSettings.ATTRIBUTES_DEF_MANA;
public float maxStamina = RCKSettings.ATTRIBUTES_DEF_STAMINA;
public float curStamina = RCKSettings.ATTRIBUTES_DEF_STAMINA;
public float maxMana = RCKSettings.ATTRIBUTES_DEF_MANA;
public int maxEncumbrance = 150;
public float walkSpeed = 1.4f;
public float runSpeed = 2.5f;
[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")]
public float rangedCombatAccuracy = 70;
[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")]
public float rangedCombatPrediction = 70;
}
public class EntityAttributes : MonoBehaviour
{
#region PlayerAttributes
public static EntityAttributes PlayerAttributes;
private void Awake()
{
if (!PlayerAttributes)
if (gameObject.CompareTag("Player"))
PlayerAttributes = this;
}
[SerializeField] Transform activeEffectsUIContainer;
#endregion
[Header("Attributes")]
[SerializeField]
public BaseAttributes attributes;
[Space(5)]
[SerializeField]
public EntityDerivedAttributes derivedAttributes;
public bool bleeds = true;
public GameObject bloodPrefab;
public float CurHealth
{
get { return derivedAttributes.curHealth; }
set { derivedAttributes.curHealth = value; }
}
public float CurStamina
{
get { return derivedAttributes.curStamina; }
set { derivedAttributes.curStamina = value; }
}
public float CurMana
{
get { return derivedAttributes.curMana; }
set { derivedAttributes.curMana = value; }
}
public float MaxHealth
{
get { return derivedAttributes.maxHealth; }
set
{
derivedAttributes.maxHealth = value;
if (CurHealth >= derivedAttributes.maxHealth)
CurHealth = derivedAttributes.maxHealth;
if (PlayerAttributes == this)
Player.RckPlayer.instance.UpdateHealthStaminaGUI();
}
}
public float MaxStamina
{
get { return derivedAttributes.maxStamina; }
set
{
derivedAttributes.maxStamina = value;
if (CurStamina >= derivedAttributes.maxStamina)
CurStamina = derivedAttributes.maxStamina;
if (PlayerAttributes == this)
Player.RckPlayer.instance.UpdateHealthStaminaGUI();
}
}
public float MaxMana
{
get { return derivedAttributes.maxMana; }
set
{
derivedAttributes.maxMana = value;
if (CurMana >= derivedAttributes.maxMana)
CurMana = derivedAttributes.maxStamina;
if (PlayerAttributes == this)
Player.RckPlayer.instance.UpdateHealthStaminaGUI();
}
}
[Space(5)]
public List<EffectOnEntity> activeEffects;
//public Dictionary<int, EffectOnEntity> activeEffects;
public void ExecuteEffects(EffectOnEntity[] effects)
{
bool overtime = false;
for (int i = 0; i < effects.Length; i++)
{
EffectOnEntity effectCopy = new EffectOnEntity(effects[i]);
switch (effects[i].effectType)
{
case ConsumableEffectType.DamageAttribute:
effectCopy.isOnDuration = true;
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
DamageAttribute(effectCopy, overtime);
activeEffects.Add(effectCopy); break;
case ConsumableEffectType.DamageHealth:
effectCopy.isOnDuration = false;
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
overtime = (effectCopy.duration != 0);
DamageHealth(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.DamageStamina:
effectCopy.isOnDuration = false;
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
overtime = (effectCopy.duration != 0);
DamageStamina(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.DamageMana:
effectCopy.isOnDuration = true;
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
DamageMana(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.FortifyAttribute:
effectCopy.isOnDuration = true;
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
overtime = (effectCopy.duration != 0);
FortifyAttribute(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.FortifyHealth:
effectCopy.isOnDuration = true;
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
FortifyHealth(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.FortifyStamina:
effectCopy.isOnDuration = true;
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
FortifyStamina(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.FortifyMana:
effectCopy.isOnDuration = true;
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
FortifyMana(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.RestoreAttribute:
break;
case ConsumableEffectType.RestoreHealth:
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
RestoreHealth(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.RestoreStamina:
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
RestoreStamina(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
case ConsumableEffectType.RestoreMana:
overtime = (effectCopy.duration != 0);
effectCopy.magnitudeAlreadyApplied = effects[i].magnitudeAlreadyApplied;
RestoreMana(effectCopy, overtime);
activeEffects.Add(effectCopy);
break;
}
}
}
public void DamageAttribute(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(DamageAttributeUpdate(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, true);
}
}
else
AlterAttribute(effect, false);
}
public void FortifyAttribute(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(FortifyAttributeUpdate(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, true);
}
}
else
AlterAttribute(effect, true);
}
public void RestoreAttribute(EntityBaseAttributes _attribute, float _duration, float _magnitude)
{
}
public void DamageHealth(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(DecreaseHealth(effect));
// Show on UI
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, false);
}
}
else
CurHealth -= effect.magnitude;
}
public void DamageHealth(float _amount, bool _overtime, float rate)
{
if (_overtime)
StartCoroutine(DecreaseHealth(_amount, rate));
else
CurHealth -= _amount;
}
public void DamageStamina(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(DecreaseStamina(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, false);
}
}
else
CurStamina -= effect.magnitude;
}
public void DamageMana(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(DecreaseMana(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, false);
}
}
else
CurMana -= effect.magnitude;
}
public void DamageStamina(float _amount, bool _overtime, float rate)
{
if (_overtime)
StartCoroutine(DecreaseStamina(_amount, rate));
else
CurStamina -= _amount;
}
public void DamageMana(float _amount, bool _overtime, float rate)
{
if (_overtime)
StartCoroutine(DecreaseMana(_amount, rate));
else
CurMana -= _amount;
}
public void RestoreHealth(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(IncreaseHealth(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, false);
}
}
else
CurHealth += effect.magnitude;
}
public void RestoreStamina(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(IncreaseStamina(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, false);
}
}
else
CurStamina += effect.magnitude;
}
public void RestoreMana(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(IncreaseMana(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, false);
}
}
else
CurMana += effect.magnitude;
}
public void FortifyHealth(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(FortifyHealthUpdate(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, true);
}
}
else
MaxHealth += effect.magnitude;
}
public void FortifyStamina(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(FortifyStaminaUpdate(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, true);
}
}
else
MaxStamina += effect.magnitude;
}
public void FortifyMana(EffectOnEntity effect, bool _overtime = false)
{
if (_overtime)
{
StartCoroutine(FortifyManaUpdate(effect));
if (PlayerAttributes == this && effect.showInEffectsUI)
{
EffectOnEntityUI effectUI = EffectsOnPlayerUIPoolManager.pool.GetPooledObject();
effectUI.gameObject.SetActive(true);
effectUI.Init(effect, true);
}
}
else
MaxMana += effect.magnitude;
}
void AlterAttribute(EffectOnEntity _effect, bool _add)
{
switch (_effect.onAttribute)
{
case EntityBaseAttributes.Strength:
attributes.Strength = (_add) ? (attributes.Strength + (int)_effect.magnitude) : (attributes.Strength - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Dexterity:
attributes.Dexterity = (_add) ? (attributes.Dexterity + (int)_effect.magnitude) : (attributes.Dexterity - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Agility:
attributes.Agility = (_add) ? (attributes.Agility + (int)_effect.magnitude) : (attributes.Agility - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Constitution:
attributes.Constitution = (_add) ? (attributes.Constitution + (int)_effect.magnitude) : (attributes.Constitution - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Speed:
attributes.Speed = (_add) ? (attributes.Speed + (int)_effect.magnitude) : (attributes.Speed - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Endurance:
attributes.Endurance = (_add) ? (attributes.Speed + (int)_effect.magnitude) : (attributes.Endurance - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Charisma:
attributes.Charisma = (_add) ? (attributes.Charisma + (int)_effect.magnitude) : (attributes.Charisma - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Intelligence:
attributes.Intelligence = (_add) ? (attributes.Intelligence + (int)_effect.magnitude) : (attributes.Intelligence - (int)_effect.magnitude);
break;
case EntityBaseAttributes.Willpower:
attributes.Willpower = (_add) ? (attributes.Willpower + (int)_effect.magnitude) : (attributes.Willpower - (int)_effect.magnitude);
break;
}
}
IEnumerator FortifyHealthUpdate(EffectOnEntity effect)
{
MaxHealth += effect.magnitude;
while (effect.duration >= effect.magnitudeAlreadyApplied)
{
while (GameStatus.instance.IsPaused)
yield return null;
effect.magnitudeAlreadyApplied += 1 * Time.deltaTime;
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;
}
}
}