Example #1
0
        public BattleData(BattleData other)
        {
            ID = other.ID;

            Element  = other.Element;
            Category = other.Category;

            HitRate = other.HitRate;

            SkillStates = other.SkillStates.Clone();

            copyEventList <BattleEvent>(ref BeforeTryActions, other.BeforeTryActions, true);
            copyEventList <BattleEvent>(ref BeforeActions, other.BeforeActions, true);
            copyEventList <BattleEvent>(ref OnActions, other.OnActions, true);
            copyEventList <BattleEvent>(ref BeforeExplosions, other.BeforeExplosions, true);
            copyEventList <BattleEvent>(ref BeforeHits, other.BeforeHits, true);
            copyEventList <BattleEvent>(ref OnHits, other.OnHits, true);
            copyEventList <BattleEvent>(ref OnHitTiles, other.OnHitTiles, true);
            copyEventList <BattleEvent>(ref AfterActions, other.AfterActions, true);
            copyEventList <ElementEffectEvent>(ref ElementEffects, other.ElementEffects, true);

            IntroFX = new List <BattleFX>();
            foreach (BattleFX fx in other.IntroFX)
            {
                IntroFX.Add(new BattleFX(fx));
            }
            HitFX         = new BattleFX(other.HitFX);
            HitCharAction = other.HitCharAction.Clone();
        }
Example #2
0
        public BattleData()
        {
            ID = -1;

            HitRate = -1;

            SkillStates = new StateCollection <SkillState>();

            BeforeTryActions = new PriorityList <BattleEvent>();
            BeforeActions    = new PriorityList <BattleEvent>();
            OnActions        = new PriorityList <BattleEvent>();
            BeforeExplosions = new PriorityList <BattleEvent>();
            BeforeHits       = new PriorityList <BattleEvent>();
            OnHits           = new PriorityList <BattleEvent>();
            OnHitTiles       = new PriorityList <BattleEvent>();
            AfterActions     = new PriorityList <BattleEvent>();
            ElementEffects   = new PriorityList <ElementEffectEvent>();

            IntroFX       = new List <BattleFX>();
            HitFX         = new BattleFX();
            HitCharAction = new CharAnimProcess();
        }