mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
217 lines
3.2 KiB
C#
217 lines
3.2 KiB
C#
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using System;
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using UnityEngine;
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namespace Fie.Object
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{
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[Serializable]
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public class FieHealthStats
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{
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public const float DEFAULT_REGENERATE_DELAY = 3f;
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public const float DEFAULT_HITPOINT_REGENERATE_PER_SEC = 0.15f;
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public const float DEFAULT_SHIED_REGENERATE_PER_SEC = 0.2f;
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public const float DEFAULT_STAGGER_ATTENUATION_RATE_PER_SEC = 0.3f;
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public const float WEAK_ATTRIBUTE_DAMAGE_MAGNIFY = 0.3f;
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public const float STRONG_ATTRIBUTE_DAMAGE_MAGNIFY = -0.3f;
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public const float MAXIMUM_WEAK_ATTRIBUTE_DAMAGE_MAGNIFY = 10f;
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private FieAttribute _shieldType;
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private float _hitPoint;
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private float _shield;
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private float _stagger;
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[SerializeField]
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private float _maxHitPoint;
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[SerializeField]
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private float _maxShield;
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[SerializeField]
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private float _staggerResistance;
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[SerializeField]
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private float _regenerateDelay = 3f;
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[SerializeField]
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private float _hitPointRegeneratePerSec = 0.2f;
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[SerializeField]
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private float _shieldRegeneratePerSec = 0.2f;
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[SerializeField]
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private float _staggerAttenuationPerSec = 0.3f;
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[SerializeField]
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private float _weakAttributeDamageMagnify = 0.3f;
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[SerializeField]
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private float _strongAttributeDamageMagnify = -0.3f;
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public FieAttribute shieldType
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{
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get
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{
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return _shieldType;
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}
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set
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{
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_shieldType = value;
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}
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}
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public float hitPoint
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{
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get
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{
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return _hitPoint;
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}
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set
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{
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_hitPoint = Mathf.Max(value, 0f);
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}
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}
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public float shield
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{
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get
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{
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return _shield;
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}
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set
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{
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_shield = Mathf.Max(value, 0f);
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}
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}
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public float stagger
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{
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get
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{
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return _stagger;
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}
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set
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{
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_stagger = Mathf.Max(value, 0f);
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}
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}
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public float maxHitPoint
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{
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get
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{
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return _maxHitPoint;
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}
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set
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{
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_maxHitPoint = Mathf.Max(value, 1f);
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}
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}
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public float maxShield
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{
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get
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{
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return _maxShield;
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}
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set
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{
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_maxShield = Mathf.Max(value, 1f);
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}
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}
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public float staggerResistance
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{
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get
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{
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return _staggerResistance;
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}
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set
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{
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_staggerResistance = Mathf.Max(value, 1f);
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}
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}
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public float regenerateDelay
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{
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get
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{
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return _regenerateDelay;
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}
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set
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{
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_regenerateDelay = Mathf.Max(value, 0f);
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}
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}
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public float hitPointRegeneratePerSec
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{
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get
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{
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return _hitPointRegeneratePerSec;
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}
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set
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{
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_hitPointRegeneratePerSec = Mathf.Max(value, 0f);
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}
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}
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public float shieldRegeneratePerSec
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{
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get
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{
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return _shieldRegeneratePerSec;
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}
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set
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{
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_shieldRegeneratePerSec = Mathf.Max(value, 0f);
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}
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}
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public float staggerAttenuationPerSec
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{
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get
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{
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return _staggerAttenuationPerSec;
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}
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set
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{
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_staggerAttenuationPerSec = Mathf.Max(value, 0f);
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}
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}
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public float weakAttributeDamageMagnify
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{
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get
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{
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return _weakAttributeDamageMagnify;
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}
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set
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{
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_weakAttributeDamageMagnify = Mathf.Clamp(value, 0f, 10f);
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}
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}
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public float strongAttributeDamageMagnify
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{
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get
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{
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return _strongAttributeDamageMagnify;
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}
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set
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{
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_strongAttributeDamageMagnify = Mathf.Clamp(value, -1f, 0f);
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}
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}
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public float nowHelthAndShieldRatePerMax => (hitPoint + shield) / Mathf.Max(maxHitPoint + maxShield, 0.1f);
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}
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}
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