study/first_study/Assets/Scripts/PlayerSc/PlayerBase.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.U2D.Animation;
using UnityEngine;
using UnityEngine.PlayerLoop;
[System.Serializable]
public class PlayerStat
{
[SerializeField] private float baseValue;
private float _value;
private bool _isChange = true;
private List<float> modifiers = new List<float>();
public PlayerStat(float baseValue)
{
this.baseValue = baseValue;
}
private float CalculStat()
{
float finalValue = baseValue;
foreach(float m in modifiers)
{
_value += m;
}
return finalValue;
}
public float fvalue
{
get { return fvalue; }
}
public int ivalue
{
get { return ivalue; }
}
}
public class PlayerBase : MonoBehaviour
{
[Header("Character Data")]
[SerializeField] private CharacterStat characterStat;
public PlayerStat playerMaxSpeed;
public PlayerStat playerJumpPower;
public PlayerStat playerMaxJumpCount;
public PlayerStat playerHp;
public PlayerStat playerStamina;
void Awake()
{
if (characterStat == null)
{
Debug.LogError("Character Data<74><61> <20>Ҵ<EFBFBD><D2B4><EFBFBD><EFBFBD><EFBFBD> <20>ʾҽ<CABE><D2BD>ϴ<EFBFBD>!");
}
else
{
InitializeStat();
}
}
public void InitializeStat()
{
playerMaxSpeed = new PlayerStat(characterStat.playerMaxSpeed);
playerJumpPower = new PlayerStat(characterStat.playerJumpPower);
playerMaxJumpCount = new PlayerStat(characterStat.playerMaxJumpCount);
playerHp = new PlayerStat(characterStat.playerHp);
playerStamina = new PlayerStat(characterStat.playerStamina);
}
}