mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
67 lines
1.5 KiB
C#
67 lines
1.5 KiB
C#
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using System;
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using System.Collections.Generic;
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namespace Fie.Object
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{
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[Serializable]
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public class FieDamage
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{
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public enum FieAttributeDamageState
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{
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DEFAULT,
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EFFECTIVE,
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NONEFFECTIVE
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}
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public const float DEFAULT_DAMAGE_FLUCTUATING_RATE = 0.05f;
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public FieAttribute attribute;
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public FieAttributeDamageState attributeDamageState;
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public float damage;
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public float finallyDamage;
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public float stagger;
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public float hate;
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public float fluctuatingRate;
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public List<FieStatusEffectEntityBase> statusEffects = new List<FieStatusEffectEntityBase>();
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public FieDamage()
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{
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attributeDamageState = FieAttributeDamageState.DEFAULT;
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attribute = FieAttribute.NONE;
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damage = (stagger = (hate = 0f));
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fluctuatingRate = 0.05f;
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finallyDamage = 0f;
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}
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public FieDamage(FieAttribute initAttribute, float initDamage, float initStagger, float initHate, float initFluctuatingRate, List<FieStatusEffectEntityBase> statusEffects)
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{
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attributeDamageState = FieAttributeDamageState.DEFAULT;
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attribute = initAttribute;
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damage = initDamage;
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stagger = initStagger;
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hate = initHate;
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fluctuatingRate = initFluctuatingRate;
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finallyDamage = 0f;
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this.statusEffects = statusEffects;
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}
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public FieDamage(float initStagger, float initHate)
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{
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attributeDamageState = FieAttributeDamageState.DEFAULT;
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attribute = FieAttribute.NONE;
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stagger = initStagger;
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hate = initHate;
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damage = 0f;
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fluctuatingRate = 0.05f;
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finallyDamage = 0f;
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}
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}
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}
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