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Copy pathCharacterStats.cs
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CharacterStats.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterStats : MonoBehaviour
{
public bool statsForSkill;
public const int MAX_STAT_VAL = 100;
public const int MAX_HEALTH = 999;
public bool enemyWeapon = false;
public int level;
public int exp;
public int[] expToLevelUp; //Array de enteros
[Tooltip("Niveles de vida del Jugador")]
public int[] hpLevels;
[Tooltip("Niveles de Magia del Jugador")]
public int[] mpLevels;
[Tooltip("Fuerza que se suma a la del arma")]
public int[] strengthLevels;
[Tooltip("Defensa que divide al daño del enemigo")]
public int[] defenseLevels;
[Tooltip("Fuerza que suma a la magia de ataque")]
public int[] magicAttLevels;
[Tooltip("Defensa que divide al daño magico del enemigo")]
public int[] magicDefLevels;
[Tooltip("Velocidad de ataque")]
public int[] speedLevels;
[Tooltip("Probabilidad de que el enemigo falle")]
public int[] luckLevels;
[Tooltip("Probabilidad de que el Player Haga daño critico")]
public int[] accuracyLevels;
private HealthManager healthManager;
private PlayerController playerController;
private WeaponManager weaponManager;
private ArmorManager armorManager;
private UIManager uIManager;
private MPManager mpManager;
// Start is called before the first frame update
void Start()
{
uIManager = FindObjectOfType<UIManager>();
weaponManager = FindObjectOfType<WeaponManager>();
armorManager = FindObjectOfType<ArmorManager>();
healthManager = GetComponent<HealthManager>();
playerController = GetComponent<PlayerController>();
mpManager = GetComponent<MPManager>();
AddStatsToCharacter(strengthLevels[level],defenseLevels[level],magicAttLevels[level],magicDefLevels[level],speedLevels[level],luckLevels[level],accuracyLevels[level]);
//Vida del Enemigo y Player
if (!statsForSkill)
{
healthManager.UpdateMaxHealth(hpLevels[level]);
}
//Actualizar en el arranque el Level en el UI HUD. Solamente al Player!
if (gameObject.tag.Equals("Player"))
{
uIManager.LevelChanged(level, expToLevelUp.Length, expToLevelUp[level], expToLevelUp[level - 1]);
mpManager.UpdateMaxMP(mpLevels[level]);
}
if (gameObject.tag.Equals("Enemy") && !statsForSkill)
{
if (!enemyWeapon)
{
EnemyController controller = GetComponent<EnemyController>();
controller.speed += (1.0f + (float)newspeedLevels / MAX_STAT_VAL);
}
}
}
public void AddExperience(int exp)
{
//Añade experiencia!
this.exp += exp;
uIManager.ExpChanged(this.exp);
// Cuando llegue al ultimo Nivel no se rompa el juego
if (level >= (expToLevelUp.Length -1))
{
return;
}
//Cuando exp se igual o mayor a la exp para subir al siguiente nivel
if (this.exp >= expToLevelUp[level])
{
level++;
healthManager.UpdateMaxHealth(hpLevels[level]);
mpManager.UpdateMaxMP(mpLevels[level]);
SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.LEVEL_UP);
//Actualiza el HUD
uIManager.LevelChanged(level, expToLevelUp.Length, expToLevelUp[level], expToLevelUp[level - 1]);
AddStatsAtLevelUP(level-1);
//Suma velocidad al Player
playerController.speed += (float)newspeedLevels/ MAX_STAT_VAL;
//añade Skill si le toca al nivel
if (level == 2)
{
uIManager.ActivateSkill("DASH");
}
//añade Skill si le toca al nivel
if (level == 4)
{
uIManager.ActivateSkill("FIRE");
}
//añade Skill si le toca al nivel
if (level == 6)
{
uIManager.ActivateSkill("ICE");
}
//añade Skill si le toca al nivel
if (level == 8)
{
uIManager.ActivateSkill("THUNDER");
}
}
}
public int newhpLevels;
public int newmpLevels;
public int newstrengthLevels;
public int newdefenseLevels;
public int newmagicAttLevels;
public int newmagicDefLevels;
public int newspeedLevels;
public int newluckLevels;
public int newaccuracyLevels;
public void AddStatsAtLevelUP(int prevLevel)
{
newstrengthLevels = newstrengthLevels + (strengthLevels[level] - strengthLevels[prevLevel]);
newdefenseLevels = newdefenseLevels + (defenseLevels[level] - defenseLevels[prevLevel]);
newmagicAttLevels = newmagicAttLevels + (magicAttLevels[level] - magicAttLevels[prevLevel]);
newmagicDefLevels = newmagicDefLevels + (magicDefLevels[level] - magicDefLevels[prevLevel]);
newspeedLevels = newspeedLevels + (speedLevels[level] - speedLevels[prevLevel]);
newluckLevels = newluckLevels + (luckLevels[level] - luckLevels[prevLevel]);
newaccuracyLevels = newaccuracyLevels + (accuracyLevels[level] - accuracyLevels[prevLevel]);
}
public void AddStatsToCharacter(int str, int def, int mat, int mdf, int spd, int lck, int acc)
{
newstrengthLevels = newstrengthLevels + str;
newdefenseLevels = newdefenseLevels + def;
newmagicAttLevels = newmagicAttLevels + mat;
newmagicDefLevels = newmagicDefLevels + mdf;
newspeedLevels = newspeedLevels + spd;
newluckLevels = newluckLevels + lck;
newaccuracyLevels = newaccuracyLevels + acc;
}
public void RemoveStatsToCharacter(int str, int def, int mat, int mdf, int spd, int lck, int acc)
{
newstrengthLevels = newstrengthLevels - str;
newdefenseLevels = newdefenseLevels - def;
newmagicAttLevels = newmagicAttLevels - mat;
newmagicDefLevels = newmagicDefLevels - mdf;
newspeedLevels = newspeedLevels - spd;
newluckLevels = newluckLevels - lck;
newaccuracyLevels = newaccuracyLevels - acc;
}
public void InitialStats()
{
newstrengthLevels = 0;
newdefenseLevels = 0;
newmagicAttLevels = 0;
newmagicDefLevels = 0;
newspeedLevels = 0;
newluckLevels = 0;
newaccuracyLevels = 0;
AddStatsToCharacter(strengthLevels[1], defenseLevels[1], magicAttLevels[1], magicDefLevels[1], speedLevels[1], luckLevels[1], accuracyLevels[1]);
}
}