FiE-Game/Assets/Scripts/Fie/Object/FieDamage.cs

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2018-11-20 20:10:49 +01:00
using System;
using System.Collections.Generic;
namespace Fie.Object
{
[Serializable]
public class FieDamage
{
public enum FieAttributeDamageState
{
DEFAULT,
EFFECTIVE,
NONEFFECTIVE
}
public const float DEFAULT_DAMAGE_FLUCTUATING_RATE = 0.05f;
public FieAttribute attribute;
public FieAttributeDamageState attributeDamageState;
public float damage;
public float finallyDamage;
public float stagger;
public float hate;
public float fluctuatingRate;
public List<FieStatusEffectEntityBase> statusEffects = new List<FieStatusEffectEntityBase>();
public FieDamage()
{
attributeDamageState = FieAttributeDamageState.DEFAULT;
attribute = FieAttribute.NONE;
damage = (stagger = (hate = 0f));
fluctuatingRate = 0.05f;
finallyDamage = 0f;
}
public FieDamage(FieAttribute initAttribute, float initDamage, float initStagger, float initHate, float initFluctuatingRate, List<FieStatusEffectEntityBase> statusEffects)
{
attributeDamageState = FieAttributeDamageState.DEFAULT;
attribute = initAttribute;
damage = initDamage;
stagger = initStagger;
hate = initHate;
fluctuatingRate = initFluctuatingRate;
finallyDamage = 0f;
this.statusEffects = statusEffects;
}
public FieDamage(float initStagger, float initHate)
{
attributeDamageState = FieAttributeDamageState.DEFAULT;
attribute = FieAttribute.NONE;
stagger = initStagger;
hate = initHate;
damage = 0f;
fluctuatingRate = 0.05f;
finallyDamage = 0f;
}
}
}