Beispiel #1
0
    private bool _SetStatusIcon(STATUS_TYPE type, int index, bool isFieldBuff)
    {
        //IL_0048: Unknown result type (might be due to invalid IL or missing references)
        //IL_006d: Unknown result type (might be due to invalid IL or missing references)
        string iconSpriteNameByStatusType = GetIconSpriteNameByStatusType(type);

        if (statusIcons[index].icon.atlas.GetSprite(iconSpriteNameByStatusType) == null)
        {
            return(false);
        }
        statusIcons[index].icon.spriteName = iconSpriteNameByStatusType;
        statusIcons[index].icon.color      = defaultTintColor;
        statusIcons[index].SetTweenEnable(isFieldBuff);
        statusIcons[index].icon.get_gameObject().SetActive(true);
        return(true);
    }
Beispiel #2
0
    public static bool CheckStatus(STATUS_TYPE type, Character character, bool isFieldBuff)
    {
        switch (type)
        {
        case STATUS_TYPE.PARALYZE:
            return(character.IsParalyze() && !isFieldBuff);

        case STATUS_TYPE.FREEZE:
            return(character.IsFreeze() && !isFieldBuff);

        case STATUS_TYPE.SHADOWSEALING:
            return(character.IsDebuffShadowSealing() && !isFieldBuff);

        default:
            return(CheckStatus(type, character.buffParam, isFieldBuff));
        }
    }
Beispiel #3
0
    private string GetIconSpriteNameByStatusType(STATUS_TYPE statusType)
    {
        switch (statusType)
        {
        case STATUS_TYPE.PARALYZE:
            return("Pala");

        case STATUS_TYPE.POISON:
            return("Poizon");

        case STATUS_TYPE.BURNING:
            return("Burn");

        case STATUS_TYPE.DEADLY_POISON:
            return("DeadlyPoison");

        case STATUS_TYPE.INVINCIBLECOUNT:
            return("Barrior");

        case STATUS_TYPE.ATTACK_SPEED_UP:
            return("AtkSpeedUp");

        case STATUS_TYPE.ATTACK_SPEED_DOWN:
            return("AtkSpeedDown");

        case STATUS_TYPE.MOVE_SPEED_UP:
            return("SpeedUp");

        case STATUS_TYPE.MOVE_SPEED_DOWN:
            return("SpeedDown");

        case STATUS_TYPE.ATTACK_NORMAL:
        case STATUS_TYPE.ATTACK_FIRE:
        case STATUS_TYPE.ATTACK_WATER:
        case STATUS_TYPE.ATTACK_THUNDER:
        case STATUS_TYPE.ATTACK_SOIL:
        case STATUS_TYPE.ATTACK_LIGHT:
        case STATUS_TYPE.ATTACK_DARK:
        case STATUS_TYPE.ATTACK_ALLELEMENT:
        case STATUS_TYPE.DAMAGE_UP_NORMAL:
        case STATUS_TYPE.DAMAGE_UP_FROM_AVOID:
            return("AtkUp");

        case STATUS_TYPE.DEFENCE_NORMAL:
        case STATUS_TYPE.DEFENCE_FIRE:
        case STATUS_TYPE.DEFENCE_WATER:
        case STATUS_TYPE.DEFENCE_THUNDER:
        case STATUS_TYPE.DEFENCE_SOIL:
        case STATUS_TYPE.DEFENCE_LIGHT:
        case STATUS_TYPE.DEFENCE_DARK:
        case STATUS_TYPE.DEFENCE_ALLELEMENT:
            return("DefUp");

        case STATUS_TYPE.REGENERATE:
        case STATUS_TYPE.REGENERATE_PROPORTION:
            return("Recovery");

        case STATUS_TYPE.FREEZE:
            return("Frozen");

        case STATUS_TYPE.ELECTRIC_SHOCK:
            return("ElectricShock");

        case STATUS_TYPE.INK_SPLASH:
            return("InkSplash");

        case STATUS_TYPE.POISON_DAMAGE_DOWN:
            return("PoisonDamageDown");

        case STATUS_TYPE.POISON_GUARD:
            return("PoisonGuard");

        case STATUS_TYPE.BURNING_DAMAGE_DOWN:
            return("BurningDamageDown");

        case STATUS_TYPE.BURNING_GUARD:
            return("BurningGuard");

        case STATUS_TYPE.SUPER_ARMOR:
            return("SuperArmor");

        case STATUS_TYPE.DEFENCE_DOWN:
        case STATUS_TYPE.DEF_DOWN_ALLELEMENT:
            return("DefDown");

        case STATUS_TYPE.DEF_DOWN_FIRE:
            return("DefDownFire");

        case STATUS_TYPE.DEF_DOWN_WATER:
            return("DefDownWater");

        case STATUS_TYPE.DEF_DOWN_THUNDER:
            return("DefDownThunder");

        case STATUS_TYPE.DEF_DOWN_SOIL:
            return("DefDownSoil");

        case STATUS_TYPE.DEF_DOWN_LIGHT:
            return("DefDownLight");

        case STATUS_TYPE.DEF_DOWN_DARK:
            return("DefDownDark");

        case STATUS_TYPE.SHIELD:
            return("Shield");

        case STATUS_TYPE.SLIDE:
            return("Slide");

        case STATUS_TYPE.PARALYZE_GUARD:
            return("ParalyzeGuard");

        case STATUS_TYPE.SILENCE:
            return("Silence");

        case STATUS_TYPE.SHADOWSEALING:
            return("ShadowSealing");

        case STATUS_TYPE.ABSORB_FIRE:
            return("AbsorbFire");

        case STATUS_TYPE.ABSORB_WATER:
            return("AbsorbWater");

        case STATUS_TYPE.ABSORB_THUNDER:
            return("AbsorbThunder");

        case STATUS_TYPE.ABSORB_SOIL:
            return("AbsorbSoil");

        case STATUS_TYPE.ABSORB_LIGHT:
            return("AbsorbLight");

        case STATUS_TYPE.ABSORB_DARK:
            return("AbsorbDark");

        case STATUS_TYPE.AUTO_REVIVE:
            return("AutoRevive");

        case STATUS_TYPE.WARP_BY_AVOID:
            return("Warp");

        case STATUS_TYPE.INVINCIBLE_FIRE:
            return("dmgOffFire");

        case STATUS_TYPE.INVINCIBLE_WATER:
            return("dmgOffWater");

        case STATUS_TYPE.INVINCIBLE_THUNDER:
            return("dmgOffThunder");

        case STATUS_TYPE.INVINCIBLE_SOIL:
            return("dmgOffSoil");

        case STATUS_TYPE.SKILL_HEAL_SPEEDUP:
        case STATUS_TYPE.GAUGE_INCREASE_UP:
        case STATUS_TYPE.SKILL_CHARGE_WHEN_DAMAGED:
            return("GaugeIncreaseUp");

        case STATUS_TYPE.INVINCIBLE_LIGHT:
            return("dmgOffLight");

        case STATUS_TYPE.INVINCIBLE_DARK:
            return("dmgOffDark");

        default:
            return(string.Empty);
        }
    }
Beispiel #4
0
    private static bool CheckStatus(STATUS_TYPE type, BuffParam buffParam, bool isFieldBuff = false)
    {
        switch (type)
        {
        case STATUS_TYPE.POISON:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON, isFieldBuff));

        case STATUS_TYPE.BURNING:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURNING, isFieldBuff));

        case STATUS_TYPE.DEADLY_POISON:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEADLY_POISON, isFieldBuff));

        case STATUS_TYPE.INVINCIBLECOUNT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLECOUNT, isFieldBuff));

        case STATUS_TYPE.ATTACK_SPEED_UP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SPEED_UP, isFieldBuff));

        case STATUS_TYPE.ATTACK_SPEED_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SPEED_DOWN, isFieldBuff));

        case STATUS_TYPE.MOVE_SPEED_UP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.MOVE_SPEED_UP, isFieldBuff));

        case STATUS_TYPE.MOVE_SPEED_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.MOVE_SPEED_DOWN, isFieldBuff));

        case STATUS_TYPE.ATTACK_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_NORMAL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_NORMAL, isFieldBuff));

        case STATUS_TYPE.ATTACK_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_FIRE, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_FIRE, isFieldBuff));

        case STATUS_TYPE.ATTACK_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_WATER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_WATER, isFieldBuff));

        case STATUS_TYPE.ATTACK_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_THUNDER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_THUNDER, isFieldBuff));

        case STATUS_TYPE.ATTACK_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SOIL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_SOIL, isFieldBuff));

        case STATUS_TYPE.ATTACK_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_LIGHT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_LIGHT, isFieldBuff));

        case STATUS_TYPE.ATTACK_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_DARK, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_DARK, isFieldBuff));

        case STATUS_TYPE.ATTACK_ALLELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_ALLELEMENT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_ALLELEMENT, isFieldBuff));

        case STATUS_TYPE.DEFENCE_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_NORMAL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_NORMAL, isFieldBuff));

        case STATUS_TYPE.DEFENCE_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_FIRE, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_FIRE, isFieldBuff));

        case STATUS_TYPE.DEFENCE_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_WATER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_WATER, isFieldBuff));

        case STATUS_TYPE.DEFENCE_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_THUNDER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_THUNDER, isFieldBuff));

        case STATUS_TYPE.DEFENCE_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_SOIL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_SOIL, isFieldBuff));

        case STATUS_TYPE.DEFENCE_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_LIGHT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_LIGHT, isFieldBuff));

        case STATUS_TYPE.DEFENCE_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_DARK, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_DARK, isFieldBuff));

        case STATUS_TYPE.DEFENCE_ALLELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_ALLELEMENT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_ALLELEMENT, isFieldBuff));

        case STATUS_TYPE.REGENERATE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.REGENERATE, isFieldBuff));

        case STATUS_TYPE.ELECTRIC_SHOCK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ELECTRIC_SHOCK, isFieldBuff));

        case STATUS_TYPE.INK_SPLASH:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INK_SPLASH, isFieldBuff));

        case STATUS_TYPE.POISON_DAMAGE_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON_DAMAGE_DOWN, isFieldBuff));

        case STATUS_TYPE.POISON_GUARD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON_GUARD, isFieldBuff));

        case STATUS_TYPE.BURNING_DAMAGE_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURN_DAMAGE_DOWN, isFieldBuff));

        case STATUS_TYPE.BURNING_GUARD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURN_GUARD, isFieldBuff));

        case STATUS_TYPE.SUPER_ARMOR:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SUPER_ARMOR, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SHIELD_SUPER_ARMOR, isFieldBuff));

        case STATUS_TYPE.DEFENCE_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_NORMAL, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_FIRE, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_WATER, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_THUNDER, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_SOIL, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_LIGHT, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_DARK, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_ALLELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_ALLELEMENT, isFieldBuff));

        case STATUS_TYPE.SHIELD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SHIELD, isFieldBuff));

        case STATUS_TYPE.SLIDE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SLIDE, isFieldBuff));

        case STATUS_TYPE.PARALYZE_GUARD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.PARALYZE_GUARD, isFieldBuff));

        case STATUS_TYPE.SILENCE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SILENCE, isFieldBuff));

        case STATUS_TYPE.REGENERATE_PROPORTION:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.REGENERATE_PROPORTION, isFieldBuff));

        case STATUS_TYPE.ABSORB_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_NORMAL, isFieldBuff));

        case STATUS_TYPE.ABSORB_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_FIRE, isFieldBuff));

        case STATUS_TYPE.ABSORB_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_WATER, isFieldBuff));

        case STATUS_TYPE.ABSORB_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_THUNDER, isFieldBuff));

        case STATUS_TYPE.ABSORB_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_SOIL, isFieldBuff));

        case STATUS_TYPE.ABSORB_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_LIGHT, isFieldBuff));

        case STATUS_TYPE.ABSORB_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_DARK, isFieldBuff));

        case STATUS_TYPE.ABSORB_ALL_ELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_ALL_ELEMENT, isFieldBuff));

        case STATUS_TYPE.AUTO_REVIVE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.AUTO_REVIVE, isFieldBuff));

        case STATUS_TYPE.WARP_BY_AVOID:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.WARP_BY_AVOID, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_FIRE, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_WATER, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_THUNDER, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_SOIL, isFieldBuff));

        case STATUS_TYPE.DAMAGE_UP_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DAMAGE_UP_NORMAL, isFieldBuff));

        case STATUS_TYPE.DAMAGE_UP_FROM_AVOID:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DAMAGE_UP_FROM_AVOID, isFieldBuff));

        case STATUS_TYPE.SKILL_HEAL_SPEEDUP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SKILL_HEAL_SPEEDUP, isFieldBuff));

        case STATUS_TYPE.GAUGE_INCREASE_UP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.HEAT_GAUGE_INCREASE_UP, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SOUL_GAUGE_INCREASE_UP, isFieldBuff));

        case STATUS_TYPE.SKILL_CHARGE_WHEN_DAMAGED:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SKILL_CHARGE_WHEN_DAMAGED, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_LIGHT, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_DARK, isFieldBuff));

        default:
            return(false);
        }
    }
Beispiel #5
0
 private static bool CheckStatus(STATUS_TYPE type, List <int> nonBuffStatus)
 {
     return(nonBuffStatus.Contains((int)type));
 }
Beispiel #6
0
 public static bool CheckStatus(STATUS_TYPE type, BuffParam buffParam, List <int> nonBuffStatus)
 {
     return(CheckStatus(type, buffParam, false) || (nonBuffStatus != null && CheckStatus(type, nonBuffStatus)));
 }
Beispiel #7
0
 private bool CheckStatus(STATUS_TYPE type, bool isFieldBuff = false)
 {
     return(CheckStatus(type, target, isFieldBuff));
 }
Beispiel #8
0
 /// <summary>
 /// Add a status entry to log
 /// </summary>
 /// <param name="entry"></param>
 private static void AddToLog(STATUS_TYPE status, string comment)
 {
     c_sStatusLog += System.DateTime.Now.ToString() + "\r\n";
     c_sStatusLog += "Entry #" + c_iLogCount++ + ":  " + status.ToString() + "\r\n";
     c_sStatusLog += comment + "\r\n";
 }
Beispiel #9
0
 /// <summary>
 /// Set active status for program
 /// </summary>
 /// <param name="status"></param>
 /// <param name="comment"></param>
 public static void SetStatus(STATUS_TYPE status, string comment)
 {
     c_ActiveStatus = status;
     AddToLog(status, comment);
 }