Additional refactoring and fixing of equipment data
Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
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@@ -16,6 +16,16 @@ public class EquipmentComponent : IEquipmentComponent
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public AutoProp<EquipableItem> _equippedAccessory;
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public int BonusAttack => _equippedWeapon.Value.BonusAttack + _equippedArmor.Value.BonusAttack + _equippedAccessory.Value.BonusAttack;
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public int BonusDefense => _equippedWeapon.Value.BonusDefense + _equippedArmor.Value.BonusDefense + _equippedAccessory.Value.BonusDefense;
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public int BonusHP => _equippedWeapon.Value.BonusHP + _equippedArmor.Value.BonusHP + _equippedAccessory.Value.BonusHP;
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public int BonusVT => _equippedWeapon.Value.BonusVT + _equippedArmor.Value.BonusVT + _equippedAccessory.Value.BonusVT;
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public int BonusLuck => _equippedWeapon.Value.BonusLuck + _equippedArmor.Value.BonusLuck + _equippedAccessory.Value.BonusLuck;
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public EquipmentComponent()
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{
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_equippedWeapon = new AutoProp<EquipableItem>(new Weapon());
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@@ -42,4 +52,12 @@ public class EquipmentComponent : IEquipmentComponent
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if (equipable is Accessory accessory)
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_equippedAccessory.OnNext(new Accessory());
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}
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public bool IsItemEquipped(InventoryItem item)
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{
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if (item is not EquipableItem)
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return false;
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return item == _equippedWeapon.Value || item == _equippedArmor.Value || item == _equippedAccessory.Value;
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}
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}
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@@ -14,5 +14,5 @@ public class LuckComponent : ILuckComponent
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_luck = new AutoProp<int>(initialLuck);
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}
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public void SetLuck(int value) => _luck.OnNext(value);
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public void IncreaseLuck(int value) => _luck.OnNext(_luck.Value + value);
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}
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