Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
UI_Statslot.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class UI_Statslot : MonoBehaviour
{
[SerializeField] private StatType statType;
[SerializeField] private TextMeshProUGUI statValueText;
[SerializeField] private TextMeshProUGUI statNameText;
private void OnValidate()
{
gameObject.name = "Stat - " + statType.ToString();
if(statNameText != null)
{
statNameText.text = statType.ToString();
}
}
private void Start()
{
UpdateStatValueUI();
}
public void UpdateStatValueUI()
{
PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
if(playerStats != null)
{
statValueText.text = playerStats.GetStats(statType).GetValue().ToString();
}
}
}
UI_equipementSlots.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class UI_equipementSlots : UI_itemSlot
{
public EquipmentType slotType;//这怎么拿到的
private void OnValidate()
{
gameObject.name = "Equipment slot -" + slotType.ToString();
}
public override void OnPointerDown(PointerEventData eventData)
{
if (item == null || item.data == null)//修复点击空白处会报错的bug
return;
//点击装备槽后卸下装备
Inventory.instance.AddItem(item.data as ItemData_Equipment);
Inventory.instance.Unequipment(item.data as ItemData_Equipment);
CleanUpSlot();
}
}
UI_itemSlot.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.EventSystems;
public class UI_itemSlot : MonoBehaviour ,IPointerDownHandler
{
[SerializeField] private Image itemImage;
[SerializeField] private TextMeshProUGUI itemText;
public InventoryItem item;
public void UpdateSlots(InventoryItem _newItem)
{
item = _newItem;
itemImage.color = Color.white;
if (item != null)
{
itemImage.sprite = item.data.icon;
if (item.stackSize > 1)
{
itemText.text = item.stackSize.ToString();
}
else
{
itemText.text = "";
}
}
}
public void CleanUpSlot()//解决出现UI没有跟着Inventory变化的bug
{
item = null;
itemImage.sprite = null;
itemImage.color = Color.clear;
itemText.text = "";
}
public virtual void OnPointerDown(PointerEventData eventData)
{
if(item == null)//修复点击空白处会报错的bug
{
return;
}
if(Input.GetKey(KeyCode.LeftControl))
{
Inventory.instance.RemoveItem(item.data);
return;
}
if (item.data.itemType == ItemType.Equipment)
Inventory.instance.EquipItem(item.data);
}
}
Buff_Effcet.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "BUff effect", menuName = "Data/Item effect/Buff effect")]
public class Buff_Effect :ItemEffect
{
private PlayerStats stats;
[SerializeField] private StatType buffType;
[SerializeField] private float buffDuration;
[SerializeField] private int buffAmount;
public override void ExecuteEffect(Transform _respawnPosition)
{
stats = PlayerManager.instance.player.GetComponent<PlayerStats>();
stats.IncreaseStatBy(buffAmount, buffDuration, stats.GetStats(buffType));
}
}
Inventory.cs
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public static Inventory instance;
public List<ItemData> startingItem;
public List<InventoryItem> equipment;//inventoryItems类型的列表
public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;//以ItemData为Key寻找InventoryItem的字典
public List<InventoryItem> inventory;//inventoryItems类型的列表
public Dictionary<ItemData, InventoryItem> inventoryDictionary;//以ItemData为Key寻找InventoryItem的字典
public List<InventoryItem> stash;
public Dictionary<ItemData, InventoryItem> stashDictionary;
[Header("Inventory UI")]
[SerializeField] private Transform inventorySlotParent;
[SerializeField] private Transform stashSlotParent;
[SerializeField] private Transform equipmentSlotParent;
[SerializeField] private Transform statSlotParent;
private UI_itemSlot[] inventoryItemSlot;//UI Slot的数组
private UI_itemSlot[] stashItemSlot;
private UI_equipementSlots[] equipmentSlot;
private UI_Statslot[] statSlot;
[Header("Items cooldown")]
private float lastTimeUsedFlask;
private float lastTimeUsedArmor;
private float flaskCooldown;
private float armorCooldown;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
//防止多次创建Inventory
}
public void Start()
{
inventory = new List<InventoryItem>();
inventoryDictionary = new Dictionary<ItemData, InventoryItem>();
stash = new List<InventoryItem>();
stashDictionary = new Dictionary<ItemData, InventoryItem>();
equipment = new List<InventoryItem>();
equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();
inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_itemSlot>();//拿到的方式有点绕,显示拿到Canvas 里的 Inventory 然后通过GetComponentsInChildren拿到其下的使用UISlot
stashItemSlot = stashSlotParent.GetComponentsInChildren<UI_itemSlot>();
equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_equipementSlots>();
statSlot = statSlotParent.GetComponentsInChildren<UI_Statslot>();
AddStartingItems();
}
private void AddStartingItems()
{
for (int i = 0; i < startingItem.Count; i++)
{
AddItem(startingItem[i]);
}
}//设置初始物品
public void EquipItem(ItemData _item)
{
//解决在itemdata里拿不到子类equipment里的enum的问题
ItemData_Equipment newEquipment = _item as ItemData_Equipment;//https://www.bilibili.com/read/cv15551811/
//将父类转换为子类
InventoryItem newItem = new InventoryItem(newEquipment);
ItemData_Equipment oldEquipment = null;
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
{
if (item.Key.equipmentType == newEquipment.equipmentType)//将拿到的key与转换成itemdata_equipment类型的_item的type对比拿到存在的key
{
oldEquipment = item.Key;//此key需保存在外部的data类型里
//equipment.Remove(item.Value);
//equipmentDictionary.Remove(item.Key);
}
}//好像用foreach里的value和key无法对外部的list和字典进行操作
if (oldEquipment != null)
{
AddItem(oldEquipment);
Unequipment(oldEquipment);
}
equipment.Add(newItem);
equipmentDictionary.Add(newEquipment, newItem);
RemoveItem(_item);
newEquipment.AddModifiers();
UpdateSlotUI();
}//装备装备的函数
public void Unequipment(ItemData_Equipment itemToRemove)//装备其他同类型的装备时。去除已装备的装备
{
if (equipmentDictionary.TryGetValue(itemToRemove, out InventoryItem value))
{
equipment.Remove(value);
equipmentDictionary.Remove(itemToRemove);
itemToRemove.RemoveModifiers();
UpdateSlotUI();
}
}
private void UpdateSlotUI()
{
for (int i = 0; i < equipmentSlot.Length; i++)
{
//此步骤用于将对应类型的武器插入对应的槽内
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
{
if (item.Key.equipmentType == equipmentSlot[i].slotType)
{
equipmentSlot[i].UpdateSlots(item.Value);
}
}
}
//解决出现UI没有跟着Inventory变化的bug
for (int i = 0; i < inventoryItemSlot.Length;i++)
{
inventoryItemSlot[i].CleanUpSlot();
}
for (int i = 0; i < stashItemSlot.Length; i++)
{
stashItemSlot[i].CleanUpSlot();
}
for (int i = 0; i < inventory.Count; i++)
{
inventoryItemSlot[i].UpdateSlots(inventory[i]);
}
for (int i = 0; i < stash.Count; i++)
{
stashItemSlot[i].UpdateSlots(stash[i]);
}
for(int i = 0; i < statSlot.Length;i++)
{
statSlot[i].UpdateStatValueUI();
}
}//更新UI函数
public void AddItem(ItemData _item)
{
if (_item.itemType == ItemType.Equipment)
{
AddToInventory(_item);
}
else if (_item.itemType == ItemType.Material)
{
AddToStash(_item);
}
UpdateSlotUI();
}//添加物体的函数
private void AddToStash(ItemData _item)//向stash加物体的函数
{
if (stashDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
{
value.AddStack();
}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
{
InventoryItem newItem = new InventoryItem(_item);
stash.Add(newItem);//填进列表里只有一次
stashDictionary.Add(_item, newItem);//同上
}
}
private void AddToInventory(ItemData _item)
{
if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
{
value.AddStack();
}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
{
InventoryItem newItem = new InventoryItem(_item);
inventory.Add(newItem);//填进列表里只有一次
inventoryDictionary.Add(_item, newItem);//同上
}
}//将物体存入Inventory的函数
public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数
{
if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))
{
if (value.stackSize <= 1)
{
inventory.Remove(value);
inventoryDictionary.Remove(_item);
}
else
value.RemoveStack();
}
if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue))
{
if (stashValue.stackSize <= 1)
{
stash.Remove(stashValue);
stashDictionary.Remove(_item);
}
else
stashValue.RemoveStack();
}
UpdateSlotUI();
}
public List<InventoryItem> GetEquipmentList() => equipment;
public List<InventoryItem> GetStashList() => stash;
public ItemData_Equipment GetEquipment(EquipmentType _Type)//通过Type找到对应的已装备装备的函数
{
ItemData_Equipment equipedItem = null;
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)
if (item.Key.equipmentType == _Type)
{
equipedItem = item.Key;
}
return equipedItem;
}
public void UseFlask()//使用药瓶设置冷却时间
{
ItemData_Equipment currentFlask = GetEquipment(EquipmentType.Flask);
if (currentFlask == null)
return;
//使用药瓶设置冷却时间
bool canUseFlask = Time.time > lastTimeUsedFlask + flaskCooldown;
if(canUseFlask)
{
flaskCooldown = currentFlask.itemCooldown;
currentFlask.Effect(null);
lastTimeUsedFlask = Time.time;
}
else
{
Debug.Log("Flask is Cooldown");
}
}//使用药瓶函数
public bool CanUseArmor()
{
ItemData_Equipment currentArmor = GetEquipment(EquipmentType.Armor);
if(Time.time > lastTimeUsedArmor + armorCooldown)
{
lastTimeUsedArmor = Time.time;
armorCooldown = currentArmor.itemCooldown;
return true;
}
Debug.Log("Armor on cooldown");
return false;
}
}
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
public enum StatType
{
strength,
agility,
intelligence,
vitality,
damage,
critChance,
critPower,
Health,
armor,
evasion,
magicResistance,
fireDamage,
iceDamage,
lightingDamage
}
public class CharacterStats : MonoBehaviour
{
private EntityFX fx;
[Header("Major stats")]
public Stat strength; // 力量 增伤1点 爆伤增加 1% 物抗
public Stat agility;// 敏捷 闪避 1% 闪避几率增加 1%
public Stat intelligence;// 1 点 魔法伤害 1点魔抗
public Stat vitality;//加血的
[Header("Offensive stats")]
public Stat damage;
public Stat critChance; // 暴击率
public Stat critPower; //150% 爆伤
[Header("Defensive stats")]
public Stat Health;
public Stat armor;
public Stat evasion;//闪避值
public Stat magicResistance;
[Header("Magic stats")]
public Stat fireDamage;
public Stat iceDamage;
public Stat lightingDamage;
public bool isIgnited; // 持续烧伤
public bool isChilded; // 削弱护甲 20%
public bool isShocked; // 降低敌人命中率
[SerializeField] private float ailmentsDuration = 4;
private float ignitedTimer;
private float chilledTimer;
private float shockedTimer;
private float igniteDamageCooldown = .3f;
private float ignitedDamageTimer;
private int igniteDamage;
[SerializeField] private GameObject shockStrikePrefab;
private int shockDamage;
public System.Action onHealthChanged;//使角色在Stat里调用UI层的函数
//此函数调用了更新HealthUI函数
public bool isDead { get; private set; }
[SerializeField] public int currentHealth;
protected virtual void Start()
{
critPower.SetDefaultValue(150);//设置默认爆伤
currentHealth = GetMaxHealthValue();
fx = GetComponent<EntityFX>();
}
protected virtual void Update()
{
//所有的状态都设置上默认持续时间,持续过了就结束状态
ignitedTimer -= Time.deltaTime;
chilledTimer -= Time.deltaTime;
shockedTimer -= Time.deltaTime;
ignitedDamageTimer -= Time.deltaTime;
if (ignitedTimer < 0)
isIgnited = false;
if (chilledTimer < 0)
isChilded = false;
if (shockedTimer < 0)
isShocked = false;
//被点燃后,出现多段伤害后点燃停止
if(isIgnited)
ApplyIgnitedDamage();
}
public virtual void IncreaseStatBy(int _modifier, float _duration,Stat _statToModify)
{
StartCoroutine(StatModCoroutine(_modifier, _duration, _statToModify));
}
private IEnumerator StatModCoroutine(int _modifier, float _duration, Stat _statToModify)
{
_statToModify.AddModifier(_modifier);
yield return new WaitForSeconds(_duration);
_statToModify.RemoveModifier(_modifier);
}
public virtual void DoDamage(CharacterStats _targetStats)//计算后造成伤害函数
{
if (TargetCanAvoidAttack(_targetStats))设置闪避
{
return;
}
int totleDamage = damage.GetValue() + strength.GetValue();
//爆伤设置
if (CanCrit())
{
totleDamage = CalculateCriticalDamage(totleDamage);
}
totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御
_targetStats.TakeDamage(totleDamage);
DoMagicaDamage(_targetStats); // 可以去了也可以不去
}
protected virtual void Die()
{
isDead = true;
}
public virtual void TakeDamage(int _damage)//造成伤害是出特效
{
fx.StartCoroutine("FlashFX");//IEnumertor本质就是将一个函数分块执行,只有满足某些条件才能执行下一段代码,此函数有StartCoroutine调用
//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001
DecreaseHealthBy(_damage);
GetComponent<Entity>().DamageImpact();
if (currentHealth < 0 && !isDead)
Die();
}
public virtual void IncreaseHealthBy(int _amount)//添加回血函数
{
currentHealth += _amount;
if (currentHealth > GetMaxHealthValue())
currentHealth = GetMaxHealthValue();
if (onHealthChanged != null)
onHealthChanged();
}
protected virtual void DecreaseHealthBy(int _damage)//此函数用来改变当前生命值,不调用特效
{
currentHealth -= _damage;
if (onHealthChanged != null)
{
onHealthChanged();
}
}
#region Magical damage and ailements
private void ApplyIgnitedDamage()
{
if (ignitedDamageTimer < 0 )
{
DecreaseHealthBy(igniteDamage);
if (currentHealth < 0 && !isDead)
Die();
ignitedDamageTimer = igniteDamageCooldown;
}
}被点燃后,出现多段伤害后点燃停止
public virtual void DoMagicaDamage(CharacterStats _targetStats)//法伤计算和造成元素效果调用的地方
{
int _fireDamage = fireDamage.GetValue();
int _iceDamage = iceDamage.GetValue();
int _lightingDamage = lightingDamage.GetValue();
int totleMagicalDamage = _fireDamage + _iceDamage + _lightingDamage + intelligence.GetValue();
totleMagicalDamage = CheckTargetResistance(_targetStats, totleMagicalDamage);
_targetStats.TakeDamage(totleMagicalDamage);
//防止循环在所有元素伤害为0时出现死循环
if (Mathf.Max(_fireDamage, _iceDamage, _lightingDamage) <= 0)
return;
//让元素效果取决与伤害
//为了防止出现元素伤害一致而导致无法触发元素效果
//循环判断触发某个元素效果
AttemptyToApplyAilement(_targetStats, _fireDamage, _iceDamage, _lightingDamage);
}
private void AttemptyToApplyAilement(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightingDamage)
{
bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightingDamage;
bool canApplyChill = _iceDamage > _lightingDamage && _iceDamage > _fireDamage;
bool canApplyShock = _lightingDamage > _fireDamage && _lightingDamage > _iceDamage;
while (!canApplyIgnite && !canApplyChill && !canApplyShock)
{
if (Random.value < .25f)
{
canApplyIgnite = true;
Debug.Log("Ignited");
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
return;
}
if (Random.value < .35f)
{
canApplyChill = true;
Debug.Log("Chilled");
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
return;
}
if (Random.value < .55f)
{
canApplyShock = true;
Debug.Log("Shocked");
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
return;
}
}
if (canApplyIgnite)
{
_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));
}
if (canApplyShock)
_targetStats.SetupShockStrikeDamage(Mathf.RoundToInt(_lightingDamage * .1f));
//给点燃伤害赋值
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
}//造成元素效果
public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//判断异常状态
{
bool canApplyIgnite = !isIgnited && !isChilded && !isShocked;
bool canApplyChill = !isIgnited && !isChilded && !isShocked;
bool canApplyShock = !isIgnited && !isChilded;
//使当isShock为真时Shock里的函数仍然可以调用
if (_ignite && canApplyIgnite)
{
isIgnited = _ignite;
ignitedTimer = ailmentsDuration;
fx.IgniteFxFor(ailmentsDuration);
}
if (_chill && canApplyChill)
{
isChilded = _chill;
chilledTimer = ailmentsDuration;
float slowPercentage = .2f;
GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);
fx.ChillFxFor(ailmentsDuration);
}
if (_shock && canApplyShock)
{
if(!isShocked)
{
ApplyShock(_shock);
}
else
{
if (GetComponent<Player>() != null)//防止出现敌人使玩家进入shock状态后也出现闪电
return;
HitNearestTargetWithShockStrike();
}//isShock为真时反复执行的函数为寻找最近的敌人,创建闪电实例并传入数据
}
}
public void ApplyShock(bool _shock)
{
if (isShocked)
return;
isShocked = _shock;
shockedTimer = ailmentsDuration;
fx.ShockFxFor(ailmentsDuration);
}//触电变色效果
private void HitNearestTargetWithShockStrike()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//找到环绕自己的所有碰撞器
float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)
Transform closestEnemy = null;
//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.html
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)// 防止最近的敌人就是Shock状态敌人自己
{
float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);//拿到与敌人之间的距离
if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离
{
closestDistance = distanceToEnemy;
closestEnemy = hit.transform;
}
}
if (closestEnemy == null)
closestEnemy = transform;
}
if (closestEnemy != null)
{
GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);
newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());
}
}//给最近的敌人以雷劈
public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//给点燃伤害赋值
public void SetupShockStrikeDamage(int _damage) => shockDamage = _damage;//雷电伤害赋值
#endregion
#region Stat calculations
private int CheckTargetResistance(CharacterStats _targetStats, int totleMagicalDamage)//法抗计算
{
totleMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);
totleMagicalDamage = Mathf.Clamp(totleMagicalDamage, 0, int.MaxValue);
return totleMagicalDamage;
}
private static int CheckTargetArmor(CharacterStats _targetStats, int totleDamage)//防御计算
{
//被冰冻后,角色护甲减少
if (_targetStats.isChilded)
totleDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);
else
totleDamage -= _targetStats.armor.GetValue();
totleDamage = Mathf.Clamp(totleDamage, 0, int.MaxValue);
return totleDamage;
}
private bool TargetCanAvoidAttack(CharacterStats _targetStats)//闪避计算
{
int totleEvation = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();
//我被麻痹后
//敌人的闪避率提升
if (isShocked)
totleEvation += 20;
if (Random.Range(0, 100) < totleEvation)
{
return true;
}
return false;
}
private bool CanCrit()//判断是否暴击
{
int totleCriticalChance = critChance.GetValue() + agility.GetValue();
if (Random.Range(0, 100) <= totleCriticalChance)
{
return true;
}
return false;
}
private int CalculateCriticalDamage(int _damage)//计算暴击后伤害
{
float totleCirticalPower = (critPower.GetValue() + strength.GetValue()) * .01f;
float critDamage = _damage * totleCirticalPower;
return Mathf.RoundToInt(critDamage);//返回舍入为最近整数的
}
public int GetMaxHealthValue()
{
return Health.GetValue() + vitality.GetValue() * 10;
}//统计生命值函数
public Stat GetStats(StatType _statType)
{
if (_statType == StatType.strength) return strength;
else if (_statType == StatType.agility) return agility;
else if (_statType == StatType.intelligence) return intelligence;
else if (_statType == StatType.vitality) return vitality;
else if (_statType == StatType.damage) return damage;
else if (_statType == StatType.critChance) return critChance;
else if (_statType == StatType.critPower) return critPower;
else if (_statType == StatType.Health) return Health;
else if (_statType == StatType.armor) return armor;
else if (_statType == StatType.evasion) return evasion;
else if (_statType == StatType.magicResistance) return magicResistance;
else if (_statType == StatType.fireDamage) return fireDamage;
else if (_statType == StatType.iceDamage) return iceDamage;
else if (_statType == StatType.lightingDamage) return lightingDamage;
return null;
}
#endregion
}