Ejemplo n.º 1
0
 public void UpdateSetBonus()
 {
     if (equippedHead.itemId == CrapTrapAssets.EQ_HEAD_SET_EXPLORER_ID &&
         equippedBody.itemId == CrapTrapAssets.EQ_BODY_SET_EXPLORER_ID &&
         equippedLegs.itemId == CrapTrapAssets.EQ_LEGS_SET_EXPLORER_ID)
     {
         setBonus = SetBonus.Explorer;
     }
     else if (equippedHead.itemId == CrapTrapAssets.EQ_HEAD_SET_PIRATE_ID &&
              equippedBody.itemId == CrapTrapAssets.EQ_BODY_SET_PIRATE_ID &&
              equippedLegs.itemId == CrapTrapAssets.EQ_LEGS_SET_PIRATE_ID)
     {
         setBonus = SetBonus.Pirate;
     }
     else if (equippedHead.itemId == CrapTrapAssets.EQ_HEAD_SET_TRIBAL_ID &&
              equippedBody.itemId == CrapTrapAssets.EQ_BODY_SET_TRIBAL_ID &&
              equippedLegs.itemId == CrapTrapAssets.EQ_LEGS_SET_TRIBAL_ID)
     {
         setBonus = SetBonus.Tribal;
     }
     else
     {
         setBonus = SetBonus.None;
     }
 }
    public void Initialize(IProvider <SpecificCountDownTimer> timerProvider, List <BonusType> bonusTypes, SetBonus setBonusAction, Action <BonusType, Action> removeBonusAction)
    {
        _timerProvider = timerProvider;

        SetBonusAction     = setBonusAction;
        _removeBonusAction = removeBonusAction;
        _bonusPauseTimer   = _timerProvider.Get();

        foreach (BonusType type in bonusTypes)
        {
            BonusModel model = new BonusModel(_timerProvider.Get(), type);
            _bonusModels.Add(model);
        }
    }
Ejemplo n.º 3
0
        public bool IsBonusActive(SetBonus setBonus)
        {
            switch (setBonus)
            {
            case SetBonus.First:
                return(IsFirstBonusActive);

            case SetBonus.Second:
                return(IsSecondBonusActive);

            case SetBonus.Third:
                return(IsThirdBonusActive);
            }
            return(false);
        }
Ejemplo n.º 4
0
 public Set(SetBonus _setBonus, int pieceCount)
 {
     setBonus   = _setBonus;
     PieceCount = pieceCount;
 }
Ejemplo n.º 5
0
    /*
     *  public static Character.DivinityBonus GetDivinityBonusFromString(String s)
     *  {
     *          Character.DivinityBonus divinityBonus;
     *
     *          switch (s)
     *          {
     *                  case "Bonus_2_of_3":
     *                          divinityBonus = Character.DivinityBonus.Bonus_2_of_3;
     *                          break;
     *                  case "Bonus_3_of_3":
     *                          divinityBonus = Character.DivinityBonus.Bonus_3_of_3;
     *                          break;
     *                  default:
     *                          divinityBonus = Character.DivinityBonus.None;
     *                          break;
     *          }
     *
     *          return divinityBonus;
     *  }
     *
     * public static Character.ObliterationBonus GetOblitBonusFromString(String s)
     * {
     *  Character.ObliterationBonus oblitBonus;
     *
     *  switch (s)
     *  {
     *      case "Bonus_2_of_4":
     *          oblitBonus = Character.ObliterationBonus.Bonus_2_of_4;
     *          break;
     *      case "Bonus_3_of_4":
     *          oblitBonus = Character.ObliterationBonus.Bonus_3_of_4;
     *          break;
     *      case "Bonus_4_of_4":
     *          oblitBonus = Character.ObliterationBonus.Bonus_4_of_4;
     *          break;
     *      default:
     *          oblitBonus = Character.ObliterationBonus.None;
     *          break;
     *  }
     *
     *  return oblitBonus;
     * }
     *
     * public static Character.MARUBonus GetMarutBonusFromString(String s)
     * {
     *  Character.MARUBonus maruBonus;
     *
     *  switch (s)
     *  {
     *      case "Bonus_2_of_4":
     *          maruBonus = Character.MARUBonus.Bonus_2_of_4;
     *          break;
     *      case "Bonus_3_of_4":
     *          maruBonus = Character.MARUBonus.Bonus_3_of_4;
     *          break;
     *      case "Bonus_4_of_4":
     *          maruBonus = Character.MARUBonus.Bonus_4_of_4;
     *          break;
     *      default:
     *          maruBonus = Character.MARUBonus.None;
     *          break;
     *  }
     *
     *  return maruBonus;
     * }
     *
     * public static Character.ConductionBonus GetConducBonusFromString(String s)
     * {
     *  Character.ConductionBonus conducBonus;
     *
     *  switch (s)
     *  {
     *      case "Bonus_2_of_4":
     *          conducBonus = Character.ConductionBonus.Bonus_2_of_4;
     *          break;
     *      case "Bonus_3_of_4":
     *          conducBonus = Character.ConductionBonus.Bonus_3_of_4;
     *          break;
     *      case "Bonus_4_of_4":
     *          conducBonus = Character.ConductionBonus.Bonus_4_of_4;
     *          break;
     *      default:
     *          conducBonus = Character.ConductionBonus.None;
     *          break;
     *  }
     *
     *  return conducBonus;
     * }
     *
     * public static Character.TatersBonus GetTatersBonusFromString(String s)
     * {
     *  Character.TatersBonus tatersBonus;
     *
     *  switch (s)
     *  {
     *      case "Bonus_2_of_3":
     *          tatersBonus = Character.TatersBonus.Bonus_2_of_3;
     *          break;
     *      case "Bonus_3_of_3":
     *          tatersBonus = Character.TatersBonus.Bonus_3_of_3;
     *          break;
     *      default:
     *          tatersBonus = Character.TatersBonus.None;
     *          break;
     *  }
     *
     *  return tatersBonus;
     * }
     *
     * public static Character.IllustriousBonus GetIllustBonusFromString(String s)
     * {
     *  Character.IllustriousBonus illustBonus;
     *
     *  switch (s)
     *  {
     *      case "Bonus_2_of_3":
     *          illustBonus = Character.IllustriousBonus.Bonus_2_of_3;
     *          break;
     *      case "Bonus_3_of_3":
     *          illustBonus = Character.IllustriousBonus.Bonus_3_of_3;
     *          break;
     *      default:
     *          illustBonus = Character.IllustriousBonus.None;
     *          break;
     *  }
     *
     *  return illustBonus;
     * }
     */
    public static SetBonus GetSetBonusFromString(String s)
    {
        SetBonus setBonus = SetBonus.None;

        switch (s)
        {
        case "AresBonus":
            setBonus = SetBonus.AresBonus;
            break;

        case "DivinityBonus":
            setBonus = SetBonus.DivinityBonus;
            break;

        case "MaruBonus":
            setBonus = SetBonus.MaruBonus;
            break;

        case "NWBonus":
            setBonus = SetBonus.NWBonus;
            break;

        case "ArsenalBonus":
            setBonus = SetBonus.ArsenalBonus;
            break;

        //Trials
        case "UnityBonus":
            setBonus = SetBonus.UnityBonus;
            break;

        case "TrugdorBonus":
            setBonus = SetBonus.TrugdorBonus;
            break;

        case "BushidoBonus":
            setBonus = SetBonus.BushidoBonus;
            break;

        case "TaldBonus":
            setBonus = SetBonus.TaldBonus;
            break;

        case "ConducBonus":
            setBonus = SetBonus.ConducBonus;
            break;

        case "LuminaryBonus":
            setBonus = SetBonus.LuminaryBonus;
            break;

        case "PolarisBonus":
            setBonus = SetBonus.PolarisBonus;
            break;

        //WB orlag
        case "Lunarbonus":
            setBonus = SetBonus.Lunarbonus;
            break;

        case "JynxBonus":
            setBonus = SetBonus.JynxBonus;
            break;

        case "OblitBonus":
            setBonus = SetBonus.OblitBonus;
            break;

        case "AgonyBonus":
            setBonus = SetBonus.AgonyBonus;
            break;

        case "EruptionBonus":
            setBonus = SetBonus.EruptionBonus;
            break;

        //WB nether
        case "IllustriousBonus":
            setBonus = SetBonus.IllustriousBonus;
            break;

        case "TatersBonus":
            setBonus = SetBonus.TatersBonus;
            break;

        case "InfernoBonus":
            setBonus = SetBonus.InfernoBonus;
            break;

        case "RequiemBonus":
            setBonus = SetBonus.RequiemBonus;
            break;
        }
        return(setBonus);
    }