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116 lines
3.1 KiB
C#

3 years ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using SiegeSong;
namespace SiegeSong
{
[System.Serializable]
public class Statistics
{
public int ID;
public string ActorInstanceID;
public float LocationX;
public float LocationY;
public float LocationZ;
public float RotationX;
public float RotationY;
public float RotationZ;
public List<int> InventoryItemIDs;
public List<int> InventoryItemQuantities;
public List<int> ActiveInventoryItemIDs;
public string SpeciesKey = "_Human";
public string FirstName = "Human";
public string LastName = "Being";
public bool Alive = true;
public bool IsPlayer = true;
public Dictionary<int, int> RespectForActor;
public Dictionary<int, int> AdmirationForActor;
public Dictionary<int, int> SuspicionOfActor;
public Dictionary<int, int> FactionRank;
public Dictionary<int, int> RegionalBounty;
public Dictionary<int, int> RegionalFame;
public Dictionary<int, int> QuestStates;
public Dictionary<int, int> Attributes;
public Dictionary<int, Dictionary<int, int>> SkillValueCategories;
public Dictionary<string, float> Blendshapes;
public int HairstyleID;
public int FacialHairID;
public int FacialDetailID;
public int HairColorR;
public int HairColorG;
public int HairColorB;
public int HairColorA;
public bool Recoil;
public int NoiseBeingProduced = 2; // in decibels
public int VisualStealthRating;
public float StaminaRecoveryRate = 0.2f;
public float MagicRecoveryRate = 0.2f;
public float HealthRecoveryRate = 0.2f;
public int MaxHealth = 100;
public int MaxStamina = 100;
public int MaxMagic = 100;
public float Health = 100.0f;
public float Stamina = 100.0f;
public float Magic = 100.0f;
public int SprintCost = 2;
public bool InCombat;
public bool Staggered;
public bool OffBalance;
public bool Fallen;
public bool Invincible;
public int Hunger;
public int Thirst;
public int Exhaustion;
public int Heat;
public int CarryWeight;
public int MaxCarryWeight = 100;
public int Gold;
public int Level = 1;
public int Experience = 0;
public int ExperienceToNextLevel = 1000;
public bool CanHealH = true;
public bool CanHealS = true;
public bool CanHealM = true;
public List<int> StaminaTemporarilyRemovedIncrements;
public List<int> MagicTemporarilyRemovedIncrements;
public List<int> HealthTemporarilyRemovedIncrements;
public Statistics()
{
InventoryItemIDs = new List<int>();
ActiveInventoryItemIDs = new List<int>();
InventoryItemQuantities = new List<int>();
}
}
}