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

217 lines
3.2 KiB
C#
Raw Normal View History

2018-11-20 20:10:49 +01:00
using System;
using UnityEngine;
namespace Fie.Object
{
[Serializable]
public class FieHealthStats
{
public const float DEFAULT_REGENERATE_DELAY = 3f;
public const float DEFAULT_HITPOINT_REGENERATE_PER_SEC = 0.15f;
public const float DEFAULT_SHIED_REGENERATE_PER_SEC = 0.2f;
public const float DEFAULT_STAGGER_ATTENUATION_RATE_PER_SEC = 0.3f;
public const float WEAK_ATTRIBUTE_DAMAGE_MAGNIFY = 0.3f;
public const float STRONG_ATTRIBUTE_DAMAGE_MAGNIFY = -0.3f;
public const float MAXIMUM_WEAK_ATTRIBUTE_DAMAGE_MAGNIFY = 10f;
private FieAttribute _shieldType;
private float _hitPoint;
private float _shield;
private float _stagger;
[SerializeField]
private float _maxHitPoint;
[SerializeField]
private float _maxShield;
[SerializeField]
private float _staggerResistance;
[SerializeField]
private float _regenerateDelay = 3f;
[SerializeField]
private float _hitPointRegeneratePerSec = 0.2f;
[SerializeField]
private float _shieldRegeneratePerSec = 0.2f;
[SerializeField]
private float _staggerAttenuationPerSec = 0.3f;
[SerializeField]
private float _weakAttributeDamageMagnify = 0.3f;
[SerializeField]
private float _strongAttributeDamageMagnify = -0.3f;
public FieAttribute shieldType
{
get
{
return _shieldType;
}
set
{
_shieldType = value;
}
}
public float hitPoint
{
get
{
return _hitPoint;
}
set
{
_hitPoint = Mathf.Max(value, 0f);
}
}
public float shield
{
get
{
return _shield;
}
set
{
_shield = Mathf.Max(value, 0f);
}
}
public float stagger
{
get
{
return _stagger;
}
set
{
_stagger = Mathf.Max(value, 0f);
}
}
public float maxHitPoint
{
get
{
return _maxHitPoint;
}
set
{
_maxHitPoint = Mathf.Max(value, 1f);
}
}
public float maxShield
{
get
{
return _maxShield;
}
set
{
_maxShield = Mathf.Max(value, 1f);
}
}
public float staggerResistance
{
get
{
return _staggerResistance;
}
set
{
_staggerResistance = Mathf.Max(value, 1f);
}
}
public float regenerateDelay
{
get
{
return _regenerateDelay;
}
set
{
_regenerateDelay = Mathf.Max(value, 0f);
}
}
public float hitPointRegeneratePerSec
{
get
{
return _hitPointRegeneratePerSec;
}
set
{
_hitPointRegeneratePerSec = Mathf.Max(value, 0f);
}
}
public float shieldRegeneratePerSec
{
get
{
return _shieldRegeneratePerSec;
}
set
{
_shieldRegeneratePerSec = Mathf.Max(value, 0f);
}
}
public float staggerAttenuationPerSec
{
get
{
return _staggerAttenuationPerSec;
}
set
{
_staggerAttenuationPerSec = Mathf.Max(value, 0f);
}
}
public float weakAttributeDamageMagnify
{
get
{
return _weakAttributeDamageMagnify;
}
set
{
_weakAttributeDamageMagnify = Mathf.Clamp(value, 0f, 10f);
}
}
public float strongAttributeDamageMagnify
{
get
{
return _strongAttributeDamageMagnify;
}
set
{
_strongAttributeDamageMagnify = Mathf.Clamp(value, -1f, 0f);
}
}
public float nowHelthAndShieldRatePerMax => (hitPoint + shield) / Mathf.Max(maxHitPoint + maxShield, 0.1f);
}
}