[#14] rozbudowa stats + dodanie modyfikatorów
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using RPGCore.Stats.ObjectModules.StatsObjectModule.Events;
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using UnityEngine;
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namespace RPGCore.Stats.ObjectModules.StatsObjectModule
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{
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/// <summary>
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/// <b>You should never instantiate this by yourself!</b>
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/// Instantiated automatically by <see cref="StatsModule"/> for every available <see cref="StatResourceDefinitionSO"/>.
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/// </summary>
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public sealed class StatResource
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{
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public StatResourceDefinitionSO definition { get; internal set; }
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public StatValue statValue { get; internal set; }
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/// <summary>
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/// This value represent current resource of this stat. Always between <see cref="StatValue.baseValue"/> and <see cref="StatValue.value"/>
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/// </summary>
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public int resource { get; private set; }
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internal StatResource(StatResourceDefinitionSO definition, int defaultValue, StatValue statValue)
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{
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this.definition = definition;
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resource = defaultValue;
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this.statValue = statValue;
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}
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/// <summary>
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/// Changes (or simpler - uses) <see cref="resource"/> of this stat value by given amount.
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/// It just calls <see cref="SetResource(int)"/> with: <see cref="resource"/> + <see cref="amount"/>
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/// </summary>
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/// <param name="amount">Amount that will be added or subtracted from <see cref="resource"/></param>
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public void ChangeResource(int amount)
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{
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SetResource(resource + amount);
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}
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/// <summary>
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/// Sets <see cref="resource"/> to given amount. Amount will be clamped between ZERO and <see cref="StatValue.value"/>.
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/// </summary>
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/// <param name="amount">New amount</param>
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public void SetResource(int amount)
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{
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var old = resource;
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resource = Mathf.Clamp(amount, 0, statValue.value);
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statValue.obj.events.Invoke(new StatResourceChangeEvent
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{
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delta = resource - old,
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after = resource,
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before = old,
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resourceDefinition = definition,
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target = statValue.obj
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});
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}
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/// <summary>
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/// Sets <see cref="resource"/> to given percentage. Percentage will be clamped between ZERO and ONE.
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/// </summary>
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/// <param name="percentage">New percentage</param>
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public void SetResource(float percentage)
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{
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SetResource(Mathf.CeilToInt(Mathf.Clamp01(percentage) * statValue.value));
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}
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}
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}
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