private Patron.SkillTypes[] packageSkills(JSONObject statsToPackage)  // don't know if this is confusing, basicly I just wanted to pass all of the stats as an array and not by themselves.
 {
     Patron.SkillTypes[] craftedSkills = new Patron.SkillTypes[statsToPackage.Count];
     for (int j = 0; j < statsToPackage.Count; j++)
     {
         craftedSkills[j] = lookUpSkillType(statsToPackage[j].str);
     }
     return(craftedSkills);
 }
    void CheckForDrinkBuff()
    {
        Patron.SkillTypes buff = orderManager.GetDrinkBuffIfDrinkExistsAndIsUnlocked(bartendersMug.DrinkInMug);
        selectedSeat.GrantPatronBuff(buff);

        if (buff != Patron.SkillTypes.NONE)
        {
            string toastToShow = "Menu match! Buff gained: " + buff.ToString();
            DropDownToast.AddMessageToQueue(toastToShow);
        }
    }
Ejemplo n.º 3
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    private List <Check> questCheckCreator(JSONObject allTrials)
    {
        List <Check> checksToReturn = new List <Check>();

        for (int i = 0; i < allTrials.Count; i++)
        {
            Patron.SkillTypes skillToCheck = determineSkillType(allTrials[i].str);
            Check             trialToQueue = new Check(skillToCheck);
            checksToReturn.Add(trialToQueue);
        }
        return(checksToReturn);
    }
Ejemplo n.º 4
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 public void GrantPatronBuff(Patron.SkillTypes buff)
 {
     patron.SkillGrantedByDrink = buff;
 }
Ejemplo n.º 5
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 public Check(Patron.SkillTypes skillToCheckFor)
 {
     isTrialPassed        = false;
     this.skillToCheckFor = skillToCheckFor;
 }