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https://github.com/izzy2lost/Darklings-FightingGame.git
synced 2026-03-10 11:35:19 -07:00
115 lines
3.0 KiB
C#
115 lines
3.0 KiB
C#
using UnityEngine;
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using UnityEngine.U2D.Animation;
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[CreateAssetMenu(fileName = "Player Stats", menuName = "Scriptable Objects/Player Stat", order = 1)]
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public class PlayerStatsSO : ScriptableObject
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{
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[Header("Main")]
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public int characterIndex;
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public Sprite[] portraits;
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public AnimationSO _animation;
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public DialogueSO _dialogue;
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public EffectsLibrarySO _effectsLibrary;
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public CharacterTypeEnum characterName;
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[Header("Stats")]
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public int defenseLevel;
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public int arcanaLevel;
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public int speedLevel;
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public int jumpLevel;
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public int dashLevel;
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public bool canDoubleJump = true;
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public float arcanaRecharge = 1;
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[Header("Moves")]
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public AttackSO m2L;
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public AttackSO m5L;
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public AttackSO m2M;
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public AttackSO m5M;
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public AttackSO m2H;
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public AttackSO m5H;
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public AttackSO jL;
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public AttackSO jM;
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public AttackSO jH;
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public AttackSO mThrow;
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public AttackSO mParry;
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public AttackSO mRedFrenzy;
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public ArcanaSO m5Arcana;
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public ArcanaSO m2Arcana;
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public ArcanaSO jArcana;
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[HideInInspector] public int maxHealth = 10000;
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public int Arcana { get { return arcanaLevel; } set { } }
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public float Defense { get { return (defenseLevel - 1) * 0.05f + 0.95f; } set { } }
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public DemonicsFloat SpeedWalk
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{
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get
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{
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switch (speedLevel)
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{
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case 1:
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return (DemonicsFloat)0.03;
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case 2:
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return (DemonicsFloat)0.05;
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case 3:
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return (DemonicsFloat)0.07;
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default:
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return (DemonicsFloat)0;
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}
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}
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set { }
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}
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public DemonicsFloat SpeedRun
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{
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get
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{
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switch (speedLevel)
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{
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case 1:
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return (DemonicsFloat)0.15;
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case 2:
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return (DemonicsFloat)0.18;
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case 3:
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return (DemonicsFloat)0.21;
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default:
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return (DemonicsFloat)0;
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}
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}
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set { }
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}
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public DemonicsFloat JumpForce
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{
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get
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{
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switch (jumpLevel)
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{
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case 1:
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return (DemonicsFloat)0.34;
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case 2:
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return (DemonicsFloat)0.35;
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case 3:
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return (DemonicsFloat)0.37;
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default:
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return (DemonicsFloat)0;
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}
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}
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set { }
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}
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public DemonicsFloat DashForce
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{
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get
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{
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switch (dashLevel)
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{
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case 1:
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return (DemonicsFloat)0.22;
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case 2:
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return (DemonicsFloat)0.25;
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case 3:
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return (DemonicsFloat)0.28;
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default:
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return (DemonicsFloat)0;
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}
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}
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set { }
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}
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}
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