Refactor game state management to use a unified Stat system and update UI labels for production and corruption
This commit is contained in:
@@ -7,22 +7,21 @@ public class EffectDto
|
||||
{
|
||||
public string Type { get; set; }
|
||||
// --- For "AddResource" Effect ---
|
||||
public ResourceType TargetResource { get; set; }
|
||||
public Stat TargetResource { get; set; }
|
||||
public double Value { get; set; }
|
||||
|
||||
// --- For "ApplyBuff" Effect ---
|
||||
public ApplyBuffEffect.BuffTarget TargetBuffStat { get; set; }
|
||||
public float Multiplier { get; set; }
|
||||
public double Duration { get; set; }
|
||||
|
||||
// --- For "ConvertResource" Effect ---
|
||||
public ResourceType FromResource { get; set; }
|
||||
public Stat FromResource { get; set; }
|
||||
public double FromAmount { get; set; }
|
||||
public ResourceType ToResource { get; set; }
|
||||
public Stat ToResource { get; set; }
|
||||
public double ToAmount { get; set; }
|
||||
|
||||
// --- For "ModifyStat" Effect ---
|
||||
public ModifyStatEffect.Stat TargetStat { get; set; }
|
||||
public Stat TargetStat { get; set; }
|
||||
public ModifyStatEffect.Operation Op { get; set; }
|
||||
|
||||
public List<string> MiraclesToUnlock { get; set; }
|
||||
|
Reference in New Issue
Block a user