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- using UnityEngine;
- public class CharacterCharacteristics : BaseCharacterCharacteristics
- {
- private int _strength;
- private int _agility;
- private int _intelligence;
- private int _maxHealth;
- private int _health;
- private float _healthRegeneration;
- private int _maxMana;
- private int _mana;
- private float _manaRegeneration;
- private float _armor;
- private float _attackSpeed;
- private int[] _damage = new int[2];
- private int _magicResistance;
- [SerializeField] private float _movementSpeed;
- [SerializeField] private float _attackRange;
- private void Awake()
- {
- SetInitialCharacteristics();
- }
- protected override void SetInitialCharacteristics()
- {
- _strength = strength;
- _agility = agility;
- _intelligence = intelligence;
- _maxHealth = health + _strength * 20;
- _health = _maxHealth;
- _healthRegeneration = healthRegeneration + _strength * 0.1f;
- _maxMana = mana + _intelligence * 12;
- _mana = _maxMana;
- _manaRegeneration = manaRegeneration + _intelligence * 0.05f;
- _armor = armor + _agility * 0.15f;
- _attackSpeed = attackSpeed + _agility * 0.017f;
- switch (mainAttribute)
- {
- case MainAttribute.Strength:
- _damage[0] = damage[0] + _strength;
- _damage[1] = damage[1] + _strength;
- break;
- case MainAttribute.Agility:
- _damage[0] = damage[0] + _agility;
- _damage[1] = damage[1] + _agility;
- break;
- case MainAttribute.Intelligence:
- _damage[0] = damage[0] + _intelligence;
- _damage[1] = damage[1] + _intelligence;
- break;
- }
- _magicResistance = (int)(magicResistance + _strength * 0.08f);
- _movementSpeed = movementSpeed;
- _attackRange = attackRange;
- }
- public float GetMovementSpeed()
- {
- return _movementSpeed;
- }
- public float GetAttackRange()
- {
- return _attackRange;
- }
- }
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