Refactor character attributes system; replace individual attributes with a dictionary-based approach for better scalability and maintainability
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@@ -1,13 +1,14 @@
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using System;
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using Data;
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using Interfaces;
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using Attribute = Data.Attribute;
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namespace Modifiers
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{
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[Serializable]
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public class FlatStatModifier : IStatModifier
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{
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public Stat stat;
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public Attribute stat;
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public float value;
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public string Description => BuildDescription();
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@@ -30,35 +31,35 @@ namespace Modifiers
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{
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switch (stat)
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{
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case Stat.Health:
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attributes.ModifyHealth(value);
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case Attribute.Health:
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attributes.Modify(Attribute.Health, value);
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break;
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case Stat.MaxHealth:
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attributes.ModifyMaxHealth(value);
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case Attribute.MaxHealth:
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attributes.Modify(Attribute.MaxHealth, value);
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break;
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case Stat.MoveSpeed:
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attributes.ModifyMoveSpeed(value);
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case Attribute.MoveSpeed:
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attributes.Modify(Attribute.MoveSpeed, value);
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break;
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case Stat.Luck:
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attributes.ModifyLuck(value);
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case Attribute.Luck:
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attributes.Modify(Attribute.Luck, value);
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break;
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case Stat.Armor:
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attributes.ModifyArmor(value);
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case Attribute.Armor:
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attributes.Modify(Attribute.Armor, value);
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break;
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case Stat.Damage:
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attributes.ModifyDamage(value);
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case Attribute.Damage:
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attributes.Modify(Attribute.Damage, value);
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break;
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case Stat.RangedDamage:
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attributes.ModifyRangedDamage(value);
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case Attribute.RangedDamage:
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attributes.Modify(Attribute.RangedDamage, value);
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break;
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case Stat.MeleeDamage:
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attributes.ModifyMeleeDamage(value);
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case Attribute.MeleeDamage:
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attributes.Modify(Attribute.MeleeDamage, value);
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break;
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case Stat.AttackRange:
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attributes.ModifyAttackRange(value);
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case Attribute.AttackRange:
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attributes.Modify(Attribute.AttackRange, value);
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break;
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case Stat.AttackSpeed:
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attributes.ModifyAttackSpeed(value);
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case Attribute.AttackSpeed:
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attributes.Modify(Attribute.AttackSpeed, value);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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