From 0107e334387534ca8331b068881b4ae6bc582fd0 Mon Sep 17 00:00:00 2001 From: Nico Date: Tue, 8 Jul 2025 23:34:30 -0700 Subject: [PATCH] Update Class structure to not require the need to convert enum to int --- .../Runtime/Characters/Player/Classes/ClassBase.cs | 10 +++++----- .../Characters/Player/Classes/MeleeFighterClass.cs | 8 ++++---- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs index cbc737e..cb54256 100644 --- a/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs +++ b/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs @@ -26,7 +26,7 @@ public class ClassBase { protected FloatingTextSpawner TextPopUp; /// Always in the order of Up, Down, Left, Right public string AnimationToPlay = ""; - public Dictionary Skills = new Dictionary(); + public Dictionary Skills = new Dictionary(); [SerializeField] private List AvailableSkills = new List(); public ClassBase(Player player) { @@ -36,20 +36,20 @@ public class ClassBase { TextPopUp = new FloatingTextSpawner(player.transform); } - public void GenerateAvailableSkillsList() { - AvailableSkills.AddRange(Skills.Values); - } - virtual public void Tick() { TimeElapsed = Time.time; ClassSkill.TimeElapsed = TimeElapsed; AvailableSkills.ForEach((x) => x.UpdateCooldown()); foreach (var skill in Skills.Values) { skill.UpdateCooldown(); } } + virtual public void HandlePrimaryAttack() { } virtual public void HandleSecondaryAttack() { } + public void GenerateAvailableSkillsList() => AvailableSkills.AddRange(Skills.Values); + + [Serializable] public class ClassSkill { public static float TimeElapsed; diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs index 2e0c1ad..597837d 100644 --- a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs +++ b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs @@ -22,9 +22,9 @@ public class MeleeFighterClass : ClassBase { public MeleeFighterClass(Player player) : base(player) { - Skills.Add((int)AttackState.PhaseCleave, new ClassSkill("PhaseCleave", 2f, 3)); - Skills.Add((int)AttackState.BladeVortex, new ClassSkill("BladeVortex", 2f, 3)); - Skills.Add((int)AttackState.Shockwave, new ClassSkill("Shockwave", 2f, 3)); + Skills.Add(AttackState.PhaseCleave, new ClassSkill("PhaseCleave", 2f, 3)); + Skills.Add(AttackState.BladeVortex, new ClassSkill("BladeVortex", 2f, 3)); + Skills.Add(AttackState.Shockwave, new ClassSkill("Shockwave", 2f, 3)); GenerateAvailableSkillsList(); } @@ -167,7 +167,7 @@ public class MeleeFighterClass : ClassBase { case AttackState.BasicAttack1: if (!AllowBladeVortex) return; - if (!Skills[(int)AttackState.BladeVortex].IsReady()) { + if (!Skills[AttackState.BladeVortex].IsReady()) { ChangeState(AttackState.None); return; }