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using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using WK.Data;
using WK;
namespace WK
{
public class CharacterStatsCollection
{
}
public class CharacterBuffsCollection
{
}
public class CharacterPerksCollection
{
}
/// <summary>
/// 角色当前状态
/// </summary>
public class CharacterInfo
{
/// <summary>
/// 角色当前所有属性
/// </summary>
private List<CharacterStats> m_Stats;
public CharacterStatsCollection stats { get { return m_AllStats; } }
private CharacterStatsCollection m_AllStats;
/// <summary>
/// 角色当前所有buff
/// </summary>
private List<Buff> m_Buffs;
/// <summary>
/// 角色当前所有被动
/// </summary>
private List<PerkBase> m_Perks;
public CharacterStats this[string statsUID]
{
get
{
if (m_Stats == null)
{
return null;
}
return GetStats(statsUID);
}
}
public CharacterStats GetStats(string statsUID)
{
for (int i = 0; i < m_Stats.Count; ++i)
{
if (m_Stats[i].uid == statsUID)
{
return m_Stats[i];
}
}
return null;
}
public bool HasStats(string statsUID)
{
for (int i = 0; i < m_Stats.Count; ++i)
{
if (m_Stats[i].uid == statsUID)
{
return true;
}
}
return false;
}
public bool HasBuff(string buffUID)
{
return false;
}
}
}
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