🧡Stats
Overview
Stats are advanced float values that are used to identify Attributes on the Animal and respond to their changes. They are managed on the Stats Component, on a list of Stat.
E.g. if the Health stat gets to zero we can Activate the Death State on the animal.
Properties
Active
Enable/Disable a stat
ID
ID is the Identifier scriptable object used to know which stat is which... the Name of the Scriptable asset works too as the name of the Stat.
Value
Current Value of the stat
Multiplier
Multiplier for the stat. this will modify result of the methods that changes the Value of the stat. This can be used to reduce the Health by half if the Animal has armor, or make double damage if the animal is vulnerable.
Min Value
Minimum Value of the stat
Max Value
Maximum value of the stat
Regenerate
Allows the Stat to Regenerate
Regenerate Rate
How fast the Stat will regenerate
Regenerate Wait Time
When the value of the stat changes, it will wait X amount of time until the Regeneration logic is activated.
Degenerate
Allows the Stat to Degenerate
Degenerate Rate
How fast the stat will degenerate
Degenerate Wait Time
When the value of the stat changes, it will wait X amount of time until the Degeneration logic is activated.
Reset To
When the stat.Reset() method is called the Value will go to the Max or Min Value depending this parameter.
Inmune Time
Time needed to pass so the stat can be modified again.
Events
On [Stat] change
Is invoked when the stat value is changed.
On [Stat] change Normalized
Is invoked when the stat value changes, but with a normalized value, using the Min and Max value stat
On [Stat] Max Value Change
Is invoked when the Stat's Max Value is changed
On [Stat] Active
Is invoked when the stat becomes active
On [Stat] Full
Is invoked when the Stat value is equal to the Max Stat value
On [Stat] Empty
Is invoked when the Stat value is equal to the Min Stat value
On [Stat] Regenerate
Invoked when the Stat is regenerating
On [Stat] Degenerate
Invoked when the stat is degenerating
On [Stat] Below [X]
Invoked when the stat value is below X
On [Stat] Above [Y]
Invoked when the stat value is above X
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