idle-survivors/Assets/Scripts/Attribute.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
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public struct Attribute
{
public long Base;
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public Attribute(long stat) { Base = stat; }
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/// <summary>
/// Calculates the stat value with accumulated buff and debuff modifiers.
/// </summary>
/// <returns>(base + baseBonus) * (100% + permyriadBonus) + flatBonus, bounded below by 0.</returns>
public long Calc(EffectSO effect)
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{
var r = Base + effect.Base;
var m = effect.Permyriad + 10000;
r = r * (m / 10000) + (r / 10000) * (m % 10000) + effect.Flat;
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if (r <= 0)
{
return 0;
}
return r;
}
}