The errors are:
Assets/Scripts/Character Classes/BaseCharacter.cs(89,141): error CS1502: The best overloaded method match for `ModyfyingAttribute.ModyfyingAttribute(Attribute, float)’ has some invalid arguments
Assets/Scripts/Character Classes/BaseCharacter.cs(89,141): error CS1503: Argument #2' cannot convert
double’ expression to type `float’
Assets/Scripts/Character Classes/BaseCharacter.cs(89,49): error CS1502: The best overloaded method match for `ModifiedStat.AddModifier(ModyfyingAttribute)’ has some invalid arguments
Assets/Scripts/Character Classes/BaseCharacter.cs(89,49): error CS1503: Argument #1' cannot convert
object’ expression to type `ModyfyingAttribute’
Assets/Scripts/Character Classes/BaseCharacter.cs(91,47): error CS1061: Type Vital' does not contain a definition for
A’ and no extension method A' of type
Vital’ could be found (are you missing a using directive or an assembly reference?)
My script is:
using UnityEngine;
using System.Collections;
using System; //added to acces the enum class
public class BaseCharacter : MonoBehaviour {
private string _name;
private int _level;
private uint _freeExp;
private Attribute[ ] _primaryAttribute;
private Vital[ ] _vital;
private Skill[ ] _skill;
public void Awake() {
_name = string.Empty;
_level = 0;
_freeExp = 0;
_primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
_vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
_skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];
SetupPrimryAttribute();
SetupVital();
SetupSkill();
}
public string Name {
get{ return _name; }
set{ _name = value; }
}
public int Level {
get{ return _level; }
set{ _level = value; }
}
public uint FreeExp {
get{ return _freeExp; }
set{ _freeExp = value; }
}
public void AddExp(uint exp) {
_freeExp += exp;
CalculateLevel();
}
//take avg of all the players skill and assign that as the player level.
public void CalculateLevel() {
}
private void SetupPrimryAttribute() {
for(int cnt = 0; cnt <_primaryAttribute.Length; cnt++) {
_primaryAttribute[cnt] = new Attribute();
}
}
private void SetupVital() {
for(int cnt = 0; cnt <_vital.Length; cnt++) {
_vital[cnt] = new Vital();
}
}
private void SetupSkill() {
for(int cnt = 0; cnt <_skill.Length; cnt++) {
_skill[cnt] = new Skill();
}
}
public Attribute GetPrimaryAttribute(int index) {
return _primaryAttribute[index];
}
public Vital GetVital(int index) {
return _vital[index];
}
public Skill GetSkill(int index) {
return _skill[index];
}
private void SetupVitalModifiers() {
//health
GetVital((int)VitalName.Health).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .5f));
//energy
GetVital((int)VitalName.Energy).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .1));
//mana
GetVital((int)VitalName.Mana).A(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .1));
}
private void SetupSkillModifiers() {
//melee offence
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
//melee defence
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));
//magic offence
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
//magic defence
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
//ranged offence
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
//ranged defence
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModyfyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
}
public void StatUpdate() {
for(int cnt = 0; cnt < _vital.Length; cnt++)
_vital[cnt].Update();
for(int cnt = 0; cnt < _skill.Length; cnt++)
_skill[cnt].Update();
}
}