Ejemplo n.º 1
0
    private static BattlerActionAnim ParseAnim(string animStr)
    {
        BattlerActionAnim a = BattlerActionAnim.None;

        switch (animStr)
        {
        case "None":
            break;

        case "Hit":
            a = BattlerActionAnim.Hit;
            break;

        case "Cast":
            a = BattlerActionAnim.Cast;
            break;

        case "PhysBuff":
            a = BattlerActionAnim.PhysBuff;
            break;

        default:
            throw new System.NotSupportedException("BattlerActionData entry has a bad anim type: " + animStr);
        }
        return(a);
    }
Ejemplo n.º 2
0
    IEnumerator <float> _PlayAnim(BattlerActionAnim anim)
    {
        if (anim != BattlerActionAnim.None)
        {
            _processing = true;
            yield return(Timing.WaitUntilDone(animsPlayer.StartCutscene((int)anim)));

            _processing = false;
        }
        for (int i = 0; i < overseer.allBattlers.Length; i++)
        {
            if (overseer.allBattlers[i] != null)
            {
                overseer.allBattlers[i].puppet.Respond();
            }
        }
    }
Ejemplo n.º 3
0
 private BattlerActionData(int index, string line)
 {
     actionID = (BattlerAction)index;
     string[] terms = line.Split(',');
     name               = terms[0];
     cooldownTurns      = int.Parse(terms[1]);
     effectPower        = int.Parse(terms[2]);
     interruptType      = ParseInterruptType(terms[3]);
     anim               = ParseAnim(terms[4]);
     target             = ParseTarget(terms[5]);
     baseDamage         = int.Parse(terms[6]);
     numberOfSubtargets = int.Parse(terms[7]);
     flags              = ParseListOfFlags(terms);
     if ((flags & BattlerActionEffectFlags.Healing) == BattlerActionEffectFlags.Healing)
     {
         baseDamage = baseDamage * -1;
     }
 }