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develop Character Stat Base
Jeon-YJ1004 edited this page Mar 24, 2023
·
1 revision
- Resource>CharacterData에 캐릭터 별 scriptableObject 생성하여 스탯 설정
- Resource>CharacterSprite 에 캐릭터 대표 스프라이트 넣기
[CharacterScriptableObject.cs]
[CreateAssetMenu(fileName = "Character", menuName = "ScriptableObjects/Character")]
public class CharacterScriptableObject : ScriptableObject
{
[Header("#Main Info")]
public CharacterType characterType;
public int MaxHealth;//100hp
public float Recovery;//0 HP/s
public int Armor;//0 Armor
public float MoveSpeed;//1
public float Might;//1
//public float MaxMight;//10
public float Area;//1
//public float MaxArea;//10
public float ProjectileSpeed;//1
//public float MaxProjectileSpeed;//5
public float Duration;//1
//public float MaxDuration;//5
public int Amount;//0
//public int MaxAmount;//10
public float Cooldown;//1
//public float MaxCooldown;//0.1
public float Luck;//1
public float Growth;//1
public float Greed;//1
public float Curse;//1
public float MagnetBonus;//1 //Magnet = 30 * character bonus * PowerUp multiplier
public int Revival;//0
public int Reroll;//0
public int Skip;//0
public int Banish;//0
public int Ommi;
public int Reflection;
public Weapon startingWeapon;
//ToDo: 특수 능력 구현
}
[Enums.cs]
public enum CharacterType
{
Rogue,//Antonio,
StormMage,//Imelda,
Barbarian,//Gennaro,
FireMage, //Arca
Necromancer,//Porta,
Warlock,//Poe,
Alchemist,//Clerici
}
[Character.cs]
//캐릭터의 스탯지정
public CharacterScriptableObject characterData;
void Start()
{
string resourceName = "CharacterData/";
try
{
resourceName += DataManager.instance.currentCharcter;
}
catch (NullReferenceException ex)
{
resourceName += "Alchemist";
}
characterData = Resources.Load<CharacterScriptableObject>(resourceName);
}
characterData.MagnetBonus 형식으로 사용 가능