Hello community,
I’m new here, and am generally not user forums to avoid questions useless posts.
few hours I am trying to improve this code for a mini personal project, and I am without complete success.
if not begging, some tips would be good. (since I’m starting).
Thank you alot.
using UnityEngine;
using System.Collections;
public class Attributes : MonoBehaviour
{
public CharacterController controller;
//Class of player
public bool Meele;
public bool Range;
public bool Mage;
//Base Stats
public int BaseSTR;
public int BaseDEX;
public int BaseINT;
//equipament add
private int equipSTR;
private int equipDEX;
private int equipINT;
private int EquipHit;
private int EquipCrit;
private int EquipDodge;
private int EquipHpS;
private int EquipMpS;
private int EquipDamage;
private int EquipDPS;
private int WeaponSpeed;
//Sigma
public int STR;
public int DEX;
public int INT;
//Final Result (public only to see)
public double hitPorcent;
public double critPorcent;
public double DodgePorcent;
public double HPforSec;
public double MPforSec;
public double Damage;
//public int DamageMin;
//public int DamageMax;
public double DamageSpeed;
void Start ()
{
}
void Update ()
{
STR = SomaStr(BaseSTR,equipSTR);
DEX = SomaStr(BaseDEX,equipDEX);
INT = SomaStr(BaseINT,equipINT);
Player();
}
int SomaStr(int Str, int Strr)
{
int STR = Str+Strr;
return STR;
}
int SomaDex(int Dex, int Dexx)
{
int DEX = Dex+Dexx;
return DEX;
}
int SomaInt( int Int, int Intt)
{
int INT = Int+Intt;
return INT;
}
/*
void Player()
{
if(Meele == true)
{
hitPorcent = 65.303+ (DEX * 0.167) + (INT * 0.1); // +hit from equips;
critPorcent = 1.508 + (STR * 0.03) + (DEX * 0.032) + (INT * 0.02);// + Crit from equips
DodgePorcent = 1.5025 + (STR * 0.025) + (DEX * 0.0125) + (INT * 0.005);// + Dodge from equips
HPforSec = 0.8 + (STR * 0.02) + (DEX * 0.01) + (INT * 0.005);// + H/s from equips
MPforSec = 0.68 + (INT * 0.02);// + M/s from equips
Damage = (Random.Range (7.35F,13.35F)) + (STR * 0.02) + (DEX * 0.15) + (INT * 0.08);// + Damage from equips //10.35(max+3,min-3)
DamageSpeed = 7.8741 + (STR * 0.0167) + (DEX * 0.125) + (INT * 0.067);// + (Damage from equips / weapon speed)
}
}
void Player()
{
if(Range == true)
{
hitPorcent = 65.391 + (DEX * 0.167) + (INT * 0.1);// + Hit% from equips
critPorcent = 1.472 + (STR * 0.03) + (DEX * 0.032) + (INT * 0.02);// + Crit from equips
DodgePorcent = 1.4825 + (STR * 0.025) + (DEX * 0.0125) + (INT * 0.005);// + Dodge from equips
HPforSec = 0.785 + (STR * 0.02) + (DEX * 0.01) + (INT * 0.005);// + H/s from equips
MPforSec = 0.78 + (INT * 0.02);// + M/s from equips
Damage = (Random.Range (8.38F,14.38F)) + (STR * 0.02) + (DEX * 0.15) + (INT * 0.08);// + Damage from equips //11.38(max+3,min-3)
DamageSpeed = 9.5246 + (STR * 0.0167) + (DEX * 0.125) + (INT * 0.067);// + (Damage from equips / weapon speed)
}
}
*/
void Player()
{
double[] varChanger;
if(Mage == true && Range == false && Meele == false)
{
varChanger = new double[] {65.456};
varChanger = new double[] {1.496};
varChanger = new double[] {1.49};
varChanger = new double[] {0.685};
varChanger = new double[] {0.78};
varChanger = new double[] {7.47F};
varChanger = new double[] {13.47F};
varChanger = new double[] {8.8143};
}
if(Mage == false && Range == true && Meele == false)
{
}
if(Mage == false && Range == false && Meele == true)
{
}
hitPorcent = varChanger[0] + (DEX * 0.167) + (INT * 0.1);// + Hit% from equips
critPorcent = varChanger[0] + (STR * 0.03) + (DEX * 0.032) + (INT * 0.02);// + Crit from equips
DodgePorcent = varChanger[2] + (STR * 0.025) + (DEX * 0.0125) + (INT * 0.005);// + Dodge from equips
HPforSec = varChanger[3] + (STR * 0.02) + (DEX * 0.01) + (INT * 0.005);// + H/s from equips
MPforSec = varChanger[4] + (INT * 0.02);// + M/s from equips
Damage = (Random.Range (varChanger[5],varChanger[6])) + (STR * 0.02) + (DEX * 0.15) + (INT * 0.08);// + Damage from equips //10.47(max+3,min-3)
DamageSpeed = varChanger[7] + (STR * 0.0167) + (DEX * 0.125) + (INT * 0.067);// + (Damage from equips / weapon speed)
varChanger.Clear();
}
}