Scriptum/Assets/Scripts/REFACTORING/Application/Player/Skills/Calculator/DefenseCalculattor.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
class DefenseCalculattor : PlayerPramCalcullator
{
protected override List<EquipmentTypeEnum> EQUIPMENT_TYPE => new List<EquipmentTypeEnum>() { EquipmentTypeEnum.Helmet, EquipmentTypeEnum.Chest, EquipmentTypeEnum.Ring, EquipmentTypeEnum.Necklet, EquipmentTypeEnum.Boots };
protected override ItemBonusEnum BONUS_TYPE => ItemBonusEnum.Enduration;
public override int GetSkillPoints()
{
return PlayerPrefs.HasKey(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS)
? PlayerPrefs.GetInt(SkillsPointsManger.PLAYER_SKILS_DEFENSE_POINTS)
: 0
;
}
protected override float Pattern(int itemValue, int SkillPoints, int BonusSum)
{
return (1 + (2*SkillPoints + BonusSum) / 10f) + itemValue;
}
protected override float WithoutItemPattern(int SkillPoints, int BonusSum)
{
return (SkillPoints + BonusSum) / 6f;
}
}