[C# , Unity] StatValue
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Core.Stat
{
public enum StatModType
{
Add,
MultiplierAdd,
Multiply
}
public class StatModifier
{
public int order;
public StatModType statModType;
public double value;
public object source;
public StatModifier(StatModType statModType, double value, int order, object source)
{
this.statModType = statModType;
this.value = value;
this.order = order;
this.source = source;
}
}
public class StatValue
{
public double Result => _resultCache;
public event Action OnChanged;
private LinkedList<StatModifier> statModifiers = new();
private double _baseValue = 0;
private double _resultCache;
public StatValue(double baseValue)
{
SetBaseValue(baseValue);
}
public void SetBaseValue(double baseValue)
{
_baseValue = baseValue;
CalculateResult();
}
public void AddModifier(StatModifier statModifier)
{
statModifiers.AddLast(statModifier);
CalculateResult();
}
public void RemoveModifier(StatModifier modifier)
{
statModifiers.Remove(modifier);
CalculateResult();
}
public void RemoveAllModifiersFromSource(object source)
{
var replaceList = new LinkedList<StatModifier>();
statModifiers.Where(modifier => modifier.source != source).Foreach(modifier => replaceList.AddLast(modifier));
statModifiers = replaceList;
CalculateResult();
}
private void CalculateResult()
{
_resultCache = _baseValue;
statModifiers.GroupBy(modifier => modifier.order)
.OrderBy(group => group.Key)
.Foreach(group =>
{
double multiplier = 1;
group.OrderBy(layer => layer.statModType).Foreach(modifier =>
{
switch (modifier.statModType)
{
case StatModType.Add:
_resultCache += modifier.value;
break;
case StatModType.MultiplierAdd:
multiplier += modifier.value;
break;
case StatModType.Multiply:
_resultCache *= modifier.value;
break;
}
});
_resultCache *= multiplier;
});
OnChanged?.Invoke();
}
public void Clear()
{
statModifiers.Clear();
CalculateResult();
}
}
}
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