/// <summary>
/// ModifiedStat.cs
/// High Sword
/// July 27, 2012
///
/// This is the base class for all stats that will be modifiable by attributes
/// </summary>
using System.Collections.Generic; // Generic was added so we can use the List<>
public class ModifiedStat : BaseStat {
private List<ModifyingAttribute> _mods; // A list of Attributes that modify this stat
private int _modValue; // The amount added to the baseValue from the modifiers
/// <summary>
/// Initializes a new instance of the <see cref="ModifiedStat"/> class.
/// </summary>
public ModifiedStat () {
_mods = new List<ModifyingAttribute>();
_modValue = 0;
}
/// <summary>
/// add a ModifyingAttribute to our list of mods for this ModifiedStat
/// </summary>
/// <param name='mod'>
/// Mod.
/// </param>
public void AddModifier(ModifyingAttribute mod) {
_mods.Add (mod);
}
/// <summary>
/// Reset _modValue to zero.
/// Check to see if we have at least one ModifyingAttribute in our list of mods.
/// If we do, then iterate the list and add the AdjustedBaseValue * ratio to our _modValue.
/// </summary>
private void CalculateModValue () {
_modValue = 0;
if (_mods.Count > 0)
foreach (ModifyingAttribute att in _mods)
_modValue += (int)(att.attribute.AdjustedBaseValue * att.ratio);
}
// Override "AdjustedBaseValue" in BaseStat.cs
/// <summary>
/// This function is overriding the AdjustedBaseValue in the BaseStat class.
/// Calculate the AdjustedBaseValue from the BaseValue + BuffValue + _modValue
/// </summary>
/// <value>
/// The adjusted base value.
/// </value>
public new int AdjustedBaseValue {
get{return BaseValue + BuffValue + _modValue;}
}
/// <summary>
/// Update this instance.
/// </summary>
public void Update () {
CalculateModValue();
}
public string GetModifyingAttributeString () {
string temp = "";
// UnityEngine.Debug.Log(_mods.Count);
for (int cnt = 0; cnt < _mods.Count; cnt++) {
temp += _mods[cnt].attribute.Name;
temp += "_";
temp += _mods[cnt].ratio;
// Cut entry seperately
if (cnt < _mods.Count - 1)
temp += "|";
UnityEngine.Debug.Log(temp);
}
return temp;
}
}
/// <summary>
/// A structure that will hold an Attribute and ratio that will be added as a modifying attribute to our ModifiedStats
/// </summary>
public struct ModifyingAttribute {
public Attribute attribute; // the attribute to be used as a modifier
public float ratio; // the percent of attributes AdjustedBaseValue that will be applied to the modifiedStat
/// <summary>
/// Initializes a new instance of the <see cref="ModifyingAttribute"/> struct.
/// </summary>
/// <param name='att'>
/// Att. the attribute to be used
/// </param>
/// <param name='rat'>
/// Rat. the ratio to use
/// </param>
public ModifyingAttribute(Attribute att, float rat) {
attribute = att;
ratio = rat;
}
}
/// /// ModifiedStat.cs/// High Sword/// July 27, 2012/// /// This is the base class for all stats that will be modifiable by attributes /// using System.Collections.Generic; // Generic was