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AbillityTable.cs
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AbillityTable.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "AbillityTable", menuName = "Stats/New Abillity Table", order = 6)]
public class AbillityTable : ScriptableObject
{
[SerializeField] Abillity[] abillities = null;
Dictionary<AbillityClass, float> lookupValueTable = null;
Dictionary<AbillityClass, int> lookupMaxCountTable = null;
public Dictionary<AbillityClass, int> GetMaxCntDictionary()
{
BuildMaxCountLookup();
return lookupMaxCountTable;
}
public float GetAbillityValue(AbillityClass abillity)
{
BuildValueLookup();
return lookupValueTable[abillity];
}
public int GetAbillityMaxCount(AbillityClass abillity)
{
BuildMaxCountLookup();
return lookupMaxCountTable[abillity];
}
void BuildValueLookup()
{
if (lookupValueTable != null) return;
lookupValueTable = new Dictionary<AbillityClass, float>();
foreach (Abillity abillity in abillities)
{
lookupValueTable[abillity.abillityClass] = abillity.value;
}
}
void BuildMaxCountLookup()
{
if (lookupMaxCountTable != null) return;
lookupMaxCountTable = new Dictionary<AbillityClass, int>();
foreach (Abillity abillity in abillities)
{
lookupMaxCountTable[abillity.abillityClass] = abillity.maxCount;
}
}
}
[System.Serializable]
public struct Abillity
{
public AbillityClass abillityClass;
public float value;
public int maxCount;
}