Files
Darklings-FightingGame/Assets/_Project/Scripts/ScriptableObjectScripts/PlayerStatsSO.cs
2023-04-24 01:19:26 +03:00

190 lines
4.8 KiB
C#

using UnityEngine;
using UnityEngine.U2D.Animation;
[CreateAssetMenu(fileName = "Player Stats", menuName = "Scriptable Objects/Player Stat", order = 1)]
public class PlayerStatsSO : ScriptableObject
{
[Header("Main")]
public int characterIndex;
public Sprite[] portraits;
public AnimationSO _animation;
public DialogueSO _dialogue;
public EffectsLibrarySO _effectsLibrary;
public EffectsLibrarySO _projectilesLibrary;
public CharacterTypeEnum characterName;
[Header("Stats")]
public int defenseLevel;
public int arcanaLevel;
public int speedLevel;
public int jumpLevel;
public int dashLevel;
public bool canDoubleJump = true;
public int arcanaRecharge = 1;
[Header("Moves")]
public AttackSO m2L;
public AttackSO m5L;
public AttackSO m2M;
public AttackSO m5M;
public AttackSO m2H;
public AttackSO m5H;
public AttackSO jL;
public AttackSO jM;
public AttackSO jH;
public AttackSO mThrow;
public AttackSO mParry;
public AttackSO mRedFrenzy;
public ArcanaSO m5Arcana;
public ArcanaSO m2Arcana;
public ArcanaSO jArcana;
[HideInInspector] public int maxHealth = 10000;
public int Arcana { get { return arcanaLevel * ARCANA_MULTIPLIER; } set { } }
public float Defense { get { return (defenseLevel - 1) * 0.05f + 0.95f; } set { } }
public DemonicsFloat SpeedWalk
{
get
{
switch (speedLevel)
{
case 1:
return (DemonicsFloat)0.48;
case 2:
return (DemonicsFloat)0.8;
case 3:
return (DemonicsFloat)1.12;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat SpeedWalkBackwards
{
get
{
switch (speedLevel)
{
case 1:
return (DemonicsFloat)0.43;
case 2:
return (DemonicsFloat)0.7;
case 3:
return (DemonicsFloat)1.0;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat SpeedRun
{
get
{
switch (speedLevel)
{
case 1:
return (DemonicsFloat)2.4;
case 2:
return (DemonicsFloat)2.88;
case 3:
return (DemonicsFloat)3.36;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat JumpForce
{
get
{
switch (jumpLevel)
{
case 1:
return (DemonicsFloat)5.44;
case 2:
return (DemonicsFloat)5.6;
case 3:
return (DemonicsFloat)5.92;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat DashForce
{
get
{
switch (dashLevel)
{
case 1:
return (DemonicsFloat)3.8;
case 2:
return (DemonicsFloat)4;
case 3:
return (DemonicsFloat)4.2;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat DashBackForce
{
get
{
switch (dashLevel)
{
case 1:
return (DemonicsFloat)3.2;
case 2:
return (DemonicsFloat)3.4;
case 3:
return (DemonicsFloat)3.6;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat DashAirForce
{
get
{
switch (dashLevel)
{
case 1:
return (DemonicsFloat)3.6;
case 2:
return (DemonicsFloat)3.8;
case 3:
return (DemonicsFloat)4.0;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public DemonicsFloat DashBackAirForce
{
get
{
switch (dashLevel)
{
case 1:
return (DemonicsFloat)3.2;
case 2:
return (DemonicsFloat)3.4;
case 3:
return (DemonicsFloat)3.6;
default:
return (DemonicsFloat)0;
}
}
set { }
}
public const int ARCANA_MULTIPLIER = 1000;
}