Beispiel #1
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 // 8: GetAll
 private static EventSubject <GameEntityModel> .GetSubjectsDelegate GetAll(Storage.GenericParameter parameter)
 {
     return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
         List <GameEntityModel> subjects = new List <GameEntityModel>();
         GameEntityModel subject;
         WorldModel world = StateManager.state.MainModel as WorldModel;
         TeamsManagerModel teamsModel = StateManager.state.GetModel(world.teamsModelId) as TeamsManagerModel;
         for (int i = 0; i < teamsModel.teams.Length; ++i)
         {
             TeamData teamData = teamsModel.teams[i];
             if (teamData != null && teamData.entities != null)
             {
                 foreach (ModelReference modelRef in teamData.entities)
                 {
                     subject = StateManager.state.GetModel(modelRef) as GameEntityModel;
                     if (subject != null)
                     {
                         subjects.Add(subject);
                     }
                 }
             }
         }
         return subjects;
     });
 }
Beispiel #2
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildGetHurt(Storage.GenericParameter parameter)
        {
            int    hittersSubjectId      = parameter.SafeInt(1);
            int    numeratorSubjectId    = parameter.SafeInt(2);
            string numeratorVariableName = parameter.SafeString(0);
            int    defaultPercentage     = parameter.SafeInt(3);
            int    facingOptions         = parameter.SafeInt(4);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                List <GameEntityModel> hitterSubjects = ConditionUtils <GameEntityModel> .GetNonEmptySubjectOrNil(subjectModels, hittersSubjectId);

                if (hitterSubjects == null || hitterSubjects.Count == 0)
                {
                    return;
                }
                FixedFloat percentage = GetNumeratorValue(model, numeratorSubjectId, numeratorVariableName, defaultPercentage, subjectModels);
                percentage /= 100;

                switch (facingOptions)
                {
                case -1:
                    // Use hit data
                    GameEntityController.HurtBasedOnHitData(model, percentage, hitterSubjects);
                    break;

                default:
                    // Use given facing options
                    GameEntityController.HurtBasedOnFacingOptions(model, (HitData.HitFacing)facingOptions, percentage, hitterSubjects);
                    break;
                }
            });
        }
Beispiel #3
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 // 0: GetSelf
 private static EventSubject <GameEntityModel> .GetSubjectsDelegate GetSelf(Storage.GenericParameter parameter)
 {
     // Create the delegate
     return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
         return CreateSubjectsWithSubject(model);
     });
 }
Beispiel #4
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        // Build a point
        static FixedVector3 BuildFixedVector3(Storage.GenericParameter parameter, int startFloatIndex = 0)
        {
            FixedFloat x = parameter.SafeFloat(startFloatIndex);
            FixedFloat y = parameter.SafeFloat(startFloatIndex + 1);
            FixedFloat z = parameter.SafeFloat(startFloatIndex + 2);

            return(new FixedVector3(x, y, z));
        }
        // The public builder method
        public static HitData Build(Storage.GenericParameter param)
        {
            int callIndex = param.type;

            if (callIndex < builderActions.Length)
            {
                return(builderActions[callIndex](param));
            }
            Debug.Log("CharacterHitsBuilder: Unknown hit type: " + param.type);
            return(null);
        }
Beispiel #6
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        // 3: GetParent
        private static EventSubject <GameEntityModel> .GetSubjectsDelegate GetParent(Storage.GenericParameter parameter)
        {
            int subjectId = parameter.SafeInt(0);

            return(DefaultDelegation(subjectId, delegate(GameEntityModel model, List <GameEntityModel> subjects){
                GameEntityModel parentModel = StateManager.state.GetModel(model.parentEntity) as GameEntityModel;
                if (parentModel != null)
                {
                    subjects.Add(parentModel);
                }
            }));
        }
Beispiel #7
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        // Build a single subject
        private static EventSubject <GameEntityModel> BuildFromParameter(Storage.GenericParameter parameter, int initialIndex)
        {
            EventSubject <GameEntityModel> .GetSubjectsDelegate        getSubjectDelegate;
            EventSubject <GameEntityModel> .ReevaluateSubjectsDelegate reevaluateSubject;
            int callIndex = parameter.type;

            if (callIndex < builderActions.Length)
            {
                getSubjectDelegate = builderActions[initialIndex + callIndex](parameter);
                reevaluateSubject  = GetReevaluateSubject(parameter);
                return(new EventSubject <GameEntityModel>(getSubjectDelegate, reevaluateSubject));
            }
            Debug.Log("CharacterSubjectsBuilder: Unknown subject type: " + parameter.type);
            return(null);
        }
Beispiel #8
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        // Build a single event
        private static EventAction <GameEntityModel> BuildFromParameter(Storage.GenericParameter parameter)
        {
            EventAction <GameEntityModel> .ExecutionDelegate executionDelegate;
            int callIndex = parameter.type;
            int subjectId;

            if (callIndex < builderActions.Length)
            {
                executionDelegate = builderActions[callIndex](parameter);
                subjectId         = GetSubjectId(parameter);
                return(new EventAction <GameEntityModel>(executionDelegate, subjectId));
            }
            Debug.Log("CharacterActionsBuilder: Unknown condition type: " + parameter.type);
            return(null);
        }
Beispiel #9
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildGrab(Storage.GenericParameter parameter)
        {
            int subjectId = parameter.SafeInt(1);
            int anchorId  = parameter.SafeInt(2);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                List <GameEntityModel> refSubjects = ConditionUtils <GameEntityModel> .GetNonEmptySubjectOrNil(subjectModels, subjectId);

                if (refSubjects == null || refSubjects.Count == 0)
                {
                    return;
                }
                GameEntityModel refModel = refSubjects[StateManager.state.Random.NextInt(0, refSubjects.Count - 1)];
                GameEntityAnchoringOperations.AnchorEntity(model, refModel, anchorId);
            });
        }
        // Build a single condition
        private static EventCondition <GameEntityModel> BuildFromParameter(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            EventCondition <GameEntityModel> .EvaluationDelegate evaluationDelegate;
            EventCondition <GameEntityModel> condition;
            int callIndex = parameter.type;
            int subjectId;

            if (callIndex < builderActions.Length)
            {
                evaluationDelegate = builderActions[callIndex](parameter, out keyFrame, animation);
                if (evaluationDelegate == null)
                {
                    // No delegate, fixed keyFrame only
                    return(null);
                }
                subjectId = GetSubjectId(parameter);
                return(new EventCondition <GameEntityModel>(evaluationDelegate, subjectId));
            }
            Debug.Log("CharacterConditionsBuilder: Unknown condition type: " + parameter.type);
            return(null);
        }
        // Global Variable
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildGlobalVariable(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read var name, operator, numerator subject, numerator var, number, is timer
            string varName = parameter.SafeString(0);

            ConditionUtils <GameEntityModel> .ComparisonOperation comparisonOperator = (ConditionUtils <GameEntityModel> .ComparisonOperation)parameter.SafeInt(1);
            int    numeratorSubjectId      = parameter.SafeInt(2);
            string numeratorSubjectVarName = parameter.SafeString(1);
            int    staticComparisonValue   = parameter.SafeInt(3);

            // return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                int varValue = 0;
                WorldModel worldModel = StateManager.state.MainModel as WorldModel;
                worldModel.globalVariables.TryGetValue(varName, out varValue);
                return CompareWithNumerator(mainModel, numeratorSubjectId, numeratorSubjectVarName, varValue, staticComparisonValue, comparisonOperator, subjectModels);
            });
        }
        // Grounded
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildGrounded(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read negation
            bool positiveCheck = !parameter.SafeBool(0);

            // Return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                PhysicPointModel pointModel;
                pointModel = StateManager.state.GetModel(mainModel.physicsModelId) as PhysicPointModel;
                if (pointModel == null)
                {
                    return false;
                }
                return PhysicPointController.IsGrounded(pointModel) == positiveCheck;
            });
        }
        // Facing right
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildFacingRight(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read negation
            bool positiveCheck = !parameter.SafeBool(0);

            // Return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                return mainModel.IsFacingRight() == positiveCheck;
            });
        }
        // Frame
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildFrame(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read subject, operator, numerator subject, numerator variable, frame number
            int subjectId = parameter.SafeInt(0);

            ConditionUtils <GameEntityModel> .ComparisonOperation comparisonOperator = (ConditionUtils <GameEntityModel> .ComparisonOperation)parameter.SafeInt(1);
            int    numeratorSubjectId      = parameter.SafeInt(2);
            string numeratorSubjectVarName = parameter.SafeString(0);
            int    staticComparisonFrame   = parameter.SafeInt(3);

            // If it's equal to a static frame, no delegate required, return frame directly
            if (subjectId == (int)CharacterSubjectsBuilder.PredefinedSubjects.self &&
                comparisonOperator == ConditionUtils <GameEntityModel> .ComparisonOperation.equal &&
                numeratorSubjectId - 2 == (int)CharacterSubjectsBuilder.PredefinedSubjects.none
                )
            {
                keyFrame = staticComparisonFrame;
                if (keyFrame < 0)
                {
                    keyFrame = animation.numFrames - 1;
                }
                return(null);
            }

            // Else return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                AnimationModel animModel = StateManager.state.GetModel(mainModel.animationModelId) as AnimationModel;
                if (animModel == null)
                {
                    return false;
                }
                return CompareWithNumerator(mainModel, numeratorSubjectId, numeratorSubjectVarName, (int)animModel.currentFrame, staticComparisonFrame, comparisonOperator, subjectModels);
            });
        }
        // Input Button
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildInputButton(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read button, state, negation
            uint        buttonId      = (uint)parameter.SafeInt(1);
            ButtonState buttonState   = (ButtonState)parameter.SafeInt(2);
            bool        positiveCheck = !parameter.SafeBool(0);

            // Return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                PlayerInputModel inputModel = StateManager.state.GetModel(mainModel.inputModelId) as PlayerInputModel;
                if (inputModel == null)
                {
                    return false;
                }
                PlayerInputController inputController = inputModel.Controller() as PlayerInputController;
                if (inputController == null)
                {
                    return false;
                }
                bool verifies = false;
                // verify model's button state
                switch (buttonState)
                {
                case ButtonState.hold:          verifies = inputController.IsButtonHold(inputModel, buttonId);          break;

                case ButtonState.press:         verifies = inputController.IsButtonPressed(inputModel, buttonId);       break;

                case ButtonState.release:       verifies = inputController.IsButtonReleased(inputModel, buttonId);      break;
                }
                return verifies == positiveCheck;
            });
        }
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildAnimation(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read anchor options, anchor IDs and if it's a single subject
            AnyOrAllOptions options = (AnyOrAllOptions)parameter.SafeInt(1);

            string[] names = parameter.SafeStringsList(0);

            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                AnimationModel animModel = StateManager.state.GetModel(mainModel.animationModelId) as AnimationModel;
                bool anyOf = options == AnyOrAllOptions.anyOf;
                // "smart" loop here
                foreach (string name in names)
                {
                    if (animModel.animationName == name)
                    {
                        return anyOf;
                    }
                }
                return !anyOf;
            });
        }
Beispiel #17
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildReleaseOwnership(Storage.GenericParameter parameter)
        {
            int subjectId = parameter.SafeInt(1);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                List <GameEntityModel> subjectToBeReleased = ConditionUtils <GameEntityModel> .GetNonEmptySubjectOrNil(subjectModels, subjectId);

                if (subjectToBeReleased == null || subjectToBeReleased.Count == 0)
                {
                    return;
                }
                foreach (GameEntityModel entityToBeReleased in subjectToBeReleased)
                {
                    GameEntityAnchoringOperations.ReleaseOwnership(entityToBeReleased);
                }
            });
        }
Beispiel #18
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildConsumeInput(Storage.GenericParameter parameter)
        {
            uint buttonId       = (uint)parameter.SafeInt(1);
            bool consumeRelease = parameter.SafeBool(0);

            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                PlayerInputModel inputModel = StateManager.state.GetModel(mainModel.inputModelId) as PlayerInputModel;
                if (inputModel == null)
                {
                    return;
                }
                PlayerInputController inputController = inputModel.Controller() as PlayerInputController;
                if (inputController == null)
                {
                    return;
                }
                if (consumeRelease)
                {
                    inputController.ConsumeRelease(inputModel, buttonId);
                }
                else
                {
                    inputController.ConsumePress(inputModel, buttonId);
                }
            });
        }
Beispiel #19
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildSetAutoFlip(Storage.GenericParameter parameter)
        {
            bool autoValue = parameter.SafeBool(0);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                GameEntityController.SetAutomaticFlip(model, autoValue);
            });
        }
Beispiel #20
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildSetVariable(Storage.GenericParameter parameter)
        {
            string     variableName          = parameter.SafeString(0);
            int        setMode               = parameter.SafeInt(1);
            int        numeratorSubjectId    = parameter.SafeInt(2);
            string     numeratorVariableName = parameter.SafeString(1);
            int        defaultValue          = parameter.SafeInt(3);
            FixedFloat percentage            = (numeratorSubjectId == 0 || defaultValue == 0) ? 1 : ((FixedFloat)defaultValue) / 100;

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                int variableValue = GetNumeratorValue(model, numeratorSubjectId, numeratorVariableName, defaultValue, subjectModels);
                variableValue = (int)(variableValue * percentage);
                switch (setMode)
                {
                case 1:                         // add
                    if (model.customVariables.ContainsKey(variableName))
                    {
                        model.customVariables[variableName] += variableValue;
                    }
                    else
                    {
                        model.customVariables[variableName] = variableValue;
                    }
                    break;

                default:                         // set
                    model.customVariables[variableName] = variableValue;
                    break;
                }
            });
        }
Beispiel #21
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildPausePhysics(Storage.GenericParameter parameter)
        {
            int        numeratorSubjectId    = parameter.SafeInt(1);
            string     numeratorVariableName = parameter.SafeString(0);
            int        defaultValue          = parameter.SafeInt(2);
            FixedFloat percentage            = (numeratorSubjectId == 0 || defaultValue == 0) ? 1 : ((FixedFloat)defaultValue) / 100;

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                int numeratorValue = GetNumeratorValue(model, numeratorSubjectId, numeratorVariableName, defaultValue, subjectModels);
                int pauseValue = (int)(numeratorValue * percentage);
                if (pauseValue > 0)
                {
                    GameEntityController.PausePhysics(model, pauseValue);
                }
            });
        }
Beispiel #22
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 private static EventAction <GameEntityModel> .ExecutionDelegate BuildDestroy(Storage.GenericParameter parameter)
 {
     return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
         // TODO
     });
 }
Beispiel #23
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildSpawnEffect(Storage.GenericParameter parameter)
        {
            FixedVector3 offset            = BuildFixedVector3(parameter, 0);
            string       prefabName        = parameter.SafeString(0);
            int          locationType      = parameter.SafeInt(1);
            int          localtionAnchorId = parameter.SafeInt(2);
            int          facingOptions     = parameter.SafeInt(3);
            bool         localSpace        = parameter.SafeBool(0);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                // TODO
            });
        }
Beispiel #24
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildSpawnEntity(Storage.GenericParameter parameter)
        {
            string entityName        = parameter.SafeString(0);
            int    locationType      = parameter.SafeInt(1);
            int    localtionAnchorId = parameter.SafeInt(2);
            string initialAnimation  = parameter.SafeString(1);
            int    teamId            = parameter.SafeInt(3);
            bool   own = parameter.SafeBool(0);

            string[]     variableNames  = parameter.SafeStringsList(0);
            int[]        variableValues = parameter.SafeIntsList(0);      // what if using referenced values from something else?, [energy] etc
            int          facingOptions  = parameter.SafeInt(4);
            FixedVector3 offset         = BuildFixedVector3(parameter, 0);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                // TODO
            });
        }
        // Velocity
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildVelocity(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read orientation, operator, numerator subject, numerator var, number, module
            Orientation orientation = (Orientation)parameter.SafeInt(1);

            ConditionUtils <GameEntityModel> .ComparisonOperation comparisonOperator = (ConditionUtils <GameEntityModel> .ComparisonOperation)parameter.SafeInt(2);
            int        numeratorSubjectId      = parameter.SafeInt(3);
            string     numeratorSubjectVarName = parameter.SafeString(0);
            FixedFloat staticComparisonValue   = parameter.SafeFloat(0);
            bool       useModule = parameter.SafeBool(1);

            // return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                PhysicPointModel pointModel = StateManager.state.GetModel(mainModel.physicsModelId) as PhysicPointModel;
                if (pointModel == null)
                {
                    return false;
                }
                FixedFloat velocityValue = getOrientedAxisValue(pointModel.GetVelocity(), orientation, useModule);
                return CompareWithNumerator(mainModel, numeratorSubjectId, numeratorSubjectVarName, velocityValue, staticComparisonValue, comparisonOperator, subjectModels);
            });
        }
Beispiel #26
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildReleaseGrab(Storage.GenericParameter parameter)
        {
            int subjectId = parameter.SafeInt(1);

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                List <GameEntityModel> refSubjects = ConditionUtils <GameEntityModel> .GetNonEmptySubjectOrNil(subjectModels, subjectId);

                if (refSubjects == null || refSubjects.Count == 0)
                {
                    return;
                }
                foreach (GameEntityModel refSubject in refSubjects)
                {
                    GameEntityAnchoringOperations.ReleaseAnchoredEntity(model, refSubject);
                }
            });
        }
        private static EventCondition <GameEntityModel> .EvaluationDelegate BuildExistence(Storage.GenericParameter parameter, out int keyFrame, Storage.CharacterAnimation animation)
        {
            keyFrame = InvalidKeyframe;
            // Read target subject, negation
            int  targerSubjectId = parameter.SafeInt(1);
            bool positiveCheck   = !parameter.SafeBool(0);

            // Return delegate
            return(delegate(GameEntityModel mainModel, List <GameEntityModel>[] subjectModels){
                bool exists = subjectModels[targerSubjectId] != null && subjectModels[targerSubjectId].Count > 0;
                return exists == positiveCheck;
            });
        }
 // Get subjectId from parameter
 private static int GetSubjectId(Storage.GenericParameter parameter)
 {
     return(parameter.SafeInt(0));
 }
 // frame = 4
 private static HitData BuildStandardHit(Storage.GenericParameter parameter)
 {
     return(new HitData((HitData.HitType)parameter.SafeInt(0), parameter.SafeInt(1), (HitData.HitFacing)parameter.SafeInt(2)));
 }
Beispiel #30
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        private static EventAction <GameEntityModel> .ExecutionDelegate BuildSetGlobalVariable(Storage.GenericParameter parameter)
        {
            string     variableName          = parameter.SafeString(0);
            int        setMode               = parameter.SafeInt(1);
            int        numeratorSubjectId    = parameter.SafeInt(2);
            string     numeratorVariableName = parameter.SafeString(1);
            int        defaultValue          = parameter.SafeInt(3);
            FixedFloat percentage            = (numeratorSubjectId == 0 || defaultValue == 0) ? 1 : ((FixedFloat)defaultValue) / 100;

            return(delegate(GameEntityModel model, List <GameEntityModel>[] subjectModels){
                int variableValue = GetNumeratorValue(model, numeratorSubjectId, numeratorVariableName, defaultValue, subjectModels);
                variableValue = (int)(variableValue * percentage);

                // Global variable may have references to a team ID, character name, player number, etc
                numeratorVariableName = CharacterConditionsBuilder.ParseVariableValuesInGlobalName(model, numeratorVariableName);
                WorldModel worldModel = StateManager.state.MainModel as WorldModel;
                switch (setMode)
                {
                case 1:                         // add
                    if (worldModel.globalVariables.ContainsKey(variableName))
                    {
                        worldModel.globalVariables[variableName] += variableValue;
                    }
                    else
                    {
                        worldModel.globalVariables[variableName] = variableValue;
                    }
                    break;

                default:                         // set
                    worldModel.globalVariables[variableName] = variableValue;
                    break;
                }
            });
        }