HATEBIN
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using DamageNumbersPro; using System.Collections; using System.Collections.Generic; using UnityEngine; public class CharacterData { [SerializeField] public List
ListOfActiveSkills = new List
(); [SerializeField] public static int startingValue = 10; [SerializeField] public bool Defend; [SerializeField] public string CharacterName; [SerializeField] public int MaxHealth; [SerializeField] public int CurrentHealth; [SerializeField] public int Strength; [SerializeField] public int Dexterity; [SerializeField] public int Constitution; [SerializeField] public int Intelligence; [SerializeField] public float ActionSpeed; [SerializeField] public EquipmentSlot ArmorEquipment; [SerializeField] public EquipmentSlot LeftHandEquipment; [SerializeField] public EquipmentSlot RightHandEquipment; [SerializeField] public EquipmentSlot AccessoryEquipment; [SerializeField] public float TurnMeter; public CharacterData() { this.Defend = false; this.TurnMeter = 0; this.Constitution = startingValue; this.Strength = startingValue; this.ActionSpeed = startingValue; this.CharacterName = "default"; this.CurrentHealth = startingValue; this.Dexterity = startingValue; this.Intelligence = startingValue; this.MaxHealth = startingValue; } public bool EquipItem(InventoryItem itemToEquip) { switch (itemToEquip.ItemData.equipmentType) { case EquipmentType.ARMOR: this.ArmorEquipment = new EquipmentSlot(itemToEquip.ItemData.equipmentType, itemToEquip); return true; case EquipmentType.LEFT_HAND: this.LeftHandEquipment = new EquipmentSlot(itemToEquip.ItemData.equipmentType, itemToEquip); return true; case EquipmentType.RIGHT_HAND: this.RightHandEquipment = new EquipmentSlot(itemToEquip.ItemData.equipmentType, itemToEquip); return true; case EquipmentType.ACCESSORY: this.AccessoryEquipment = new EquipmentSlot(itemToEquip.ItemData.equipmentType, itemToEquip); return true; case EquipmentType.NONE: return false; default: return false; } } }