using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; class DefenseCalculattor : PlayerPramCalcullator { protected override List EQUIPMENT_TYPE => new List() { EquipmentTypeEnum.Helmet, EquipmentTypeEnum.Chest, EquipmentTypeEnum.Ring, EquipmentTypeEnum.Necklace, 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; } }