public void OnChangeStateType(STATETYPE _stateType) { foreach (KeyValuePair <STATETYPE, Toggle> stTgg in toggles) { if (stTgg.Key == _stateType) { continue; } stTgg.Value.isOn = false; } this._stateType = _stateType; }
public override void Read() { Id = ReadInt(); Name = ReadString(); Icon = ReadString(); UIIcon = ReadString(); Describe = ReadString(); StateType = (STATETYPE)ReadShort(); Skilltype = ReadInt(); MasterSkill = ReadInt(); SkillHurtType = ReadInt(); Animation = ReadArrayStr(); Time = ReadArrayInt(); NextSkill = ReadInt(); NewSkillTime = ReadInt(); Speed = ReadInt(); Distance = ReadInt(); Displacement = ReadArrayInt(); SkillMove = ReadArrayInt(); Effect = ReadArrayInt(); FlyEffect = ReadArrayInt(); FlyBackEffect = ReadArrayInt(); EndRotating = ReadInt(); Scope = ReadArrayInt(); Hurt = ReadInt(); HurtEffect = ReadArrayInt(); Hitsound = ReadInt(); CritSound = ReadInt(); BlockSound = ReadInt(); Shake = ReadArrayInt(); CameraAnima = ReadInt(); SlowState = ReadArrayInt(); Slow = ReadArrayInt(); Hidden = ReadInt(); DefenseEndAction = ReadInt(); HitTime = ReadInt(); AtkType = ReadInt(); AtkThrough = ReadInt(); AtkSize1 = ReadInt(); AtkSize2 = ReadInt(); AtkAngle = ReadInt(); AtkStart = ReadArrayInt(); ScreenState = ReadArrayInt(); MovingCoordinates = ReadArrayInt(); TwinkleWhite = ReadArrayInt(); ActorSound = ReadInt(); SoundId = ReadInt(); BuffId = ReadArrayInt(); EnemySkill = ReadInt(); SelfSkill = ReadInt(); AttackCoordinate = ReadArrayInt(); SkillAIValue = ReadArrayInt(); }