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 InventoryItemIDs = new List(); public List InventoryItemQuantities = new List(); public List ActiveInventoryItemIDs = new List(); public string SpeciesKey = "_Human"; public string FirstName = "Human"; public string LastName = "Being"; public bool Alive = true; public bool IsPlayer = true; public Dictionary RespectForActor; public Dictionary AdmirationForActor; public Dictionary SuspicionOfActor; public Dictionary FactionRank; public Dictionary RegionalBounty; public Dictionary RegionalFame; public Dictionary QuestStates; public Dictionary Attributes; public Dictionary> SkillValueCategories; public Dictionary 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 StaminaTemporarilyRemovedIncrements = new List(); public List MagicTemporarilyRemovedIncrements = new List(); public List HealthTemporarilyRemovedIncrements = new List(); } }