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(); }
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(); }