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 statusEffects = new List(); 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 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; } } }