// Copyright Zelle Games #include "StatsSubsystem.h" #include "Components/DirectionalLightComponent.h" void UStatsSubsystem::RotateSun(ADirectionalLight* DirectionalLight) { float YAngle = SunRotations[(CurrentWave % 3)]; UDirectionalLightComponent* DirectionalLightComponent = Cast(DirectionalLight->GetLightComponent()); DirectionalLightComponent->SetWorldRotation(FRotator(YAngle, 43, 0)); } bool UStatsSubsystem::IncreaseStat(FString StatName) { int32* StatToIncrease = &AttackPower; int32 NextCost = 0; if(StatName == "HP") { NextCost = GetNextCost(MaxHP, StatName); StatToIncrease = &MaxHP; } else if(StatName == "ATK") { NextCost = GetNextCost(AttackPower, StatName); } else if(StatName == "ASPD") { NextCost = GetNextCostFloat(AttackSpeed, StatName); } else if(StatName == "DEF") { NextCost = GetNextCost(DefensePower, StatName); StatToIncrease = &DefensePower; } else if(StatName == "DEX") { NextCost = GetNextCost(Dexterity, StatName); StatToIncrease = &Dexterity; } else if(StatName == "REC") { NextCost = GetNextCost(RecoveryPerTurn, StatName); StatToIncrease = &RecoveryPerTurn; } if(XP >= NextCost) { XP -= NextCost; if(StatName == "ASPD") { AttackSpeed += 0.01f; } else if(StatName == "HP") { (*StatToIncrease) += 10; }else { (*StatToIncrease)++; } return true; } return false; } int32 UStatsSubsystem::GetNextCost(int32 Input, FString StatName) { int32 Divisor; float Multiplier; if(StatName == "HP") { Divisor = 100; Multiplier = 1.5f; } else { Divisor = 10; Multiplier = 1.5f; } int32 NumBreakpoints = FMath::DivideAndRoundDown(Input, Divisor); return FMath::CeilToInt(NumBreakpoints * Multiplier) + 1; } int32 UStatsSubsystem::GetNextCostFloat(float Input, FString StatName) { int32 Divisor; float Multiplier; float Base; if(StatName == "ASPD") { Divisor = 20; Multiplier = 1.2f; Base = 0.33f; } else { Divisor = 10; Multiplier = 1.5f; Base = 0.33f; } int32 NumBreakpoints = FMath::DivideAndRoundDown(FMath::FloorToInt((Input - Base) * 100) , Divisor); return FMath::CeilToInt(NumBreakpoints * Multiplier) + 1; }