Example #1
0
    public static bool CheckForStatus(GameObject self, Constants.StatusType type)
    {
        bool result = false;

        List <Status> statusList = GetAllStatusOnTarget(self);

        if (statusList == null)
        {
            return(false);
        }

        int count = statusList.Count;

        for (int i = 0; i < count; i++)
        {
            if (statusList[i].statusType == type)
            {
                result = true;
                break;
            }
        }


        return(result);
    }
Example #2
0
 public StatusTypeInfo(StatusType statusType, float duration, Constants.EffectStackingMethod stackMethod, float interval = 0f, int maxStacks = 1, string onCompleteEffectName = "")
 {
     this.statusType           = statusType;
     this.maxStacks            = maxStacks;
     this.onCompleteEffectName = onCompleteEffectName;
     this.duration             = duration;
     this.interval             = interval;
     this.stackMethod          = stackMethod;
 }
Example #3
0
    //public Status(StatusInfo statusInfo, float duration, float interval) : this(statusInfo, duration)
    //{
    //    intervalTimer = new Timer("Interval", interval, true, Tick);
    //}

    protected virtual void SetUp(StatusInfo info)
    {
        statusType       = info.typeInfo.statusType;
        MaxStack         = info.typeInfo.maxStacks;
        Target           = info.targetInfo.target;
        Source           = info.targetInfo.source;
        SourceAbility    = info.targetInfo.sourceAbility;
        SourceEffect     = info.targetInfo.sourceEffect;
        onCompleteEffect = info.GetOnCompleteEffect();
        StackCount       = 1;
        stackMethod      = info.typeInfo.stackMethod;
    }
Example #4
0
 public StatusTypeInfo(StatusType statusType, float duration, Constants.EffectStackingMethod stackMethod, Vector2 vfxPosOffset, string vfxName = "",
                       float interval = 0f, int maxStacks = 1, string onCompleteEffectName = "", string animBool = "")
 {
     this.statusType           = statusType;
     this.maxStacks            = maxStacks;
     this.onCompleteEffectName = onCompleteEffectName;
     this.duration             = duration;
     this.interval             = interval;
     this.stackMethod          = stackMethod;
     this.animBool             = animBool;
     this.vfxName      = vfxName;
     this.vfxPosOffset = vfxPosOffset;
 }
Example #5
0
        public List <Status> GetStatusListByType(Constants.StatusType type)
        {
            List <Status> results = new List <Status>();

            int count = activeStatusList.Count;

            for (int i = 0; i < count; i++)
            {
                if (activeStatusList[i].statusType == type)
                {
                    results.Add(activeStatusList[i]);
                }
            }

            return(results);
        }
Example #6
0
    //public Status(StatusInfo statusInfo, float duration, float interval) : this(statusInfo, duration)
    //{
    //    intervalTimer = new Timer("Interval", interval, true, Tick);
    //}

    protected virtual void SetUp(StatusInfo info)
    {
        statusType       = info.typeInfo.statusType;
        MaxStack         = info.typeInfo.maxStacks;
        Target           = info.targetInfo.target;
        Source           = info.targetInfo.source;
        SourceAbility    = info.targetInfo.sourceAbility;
        SourceEffect     = info.targetInfo.sourceEffect;
        onCompleteEffect = info.GetOnCompleteEffect();
        StackCount       = 1;
        stackMethod      = info.typeInfo.stackMethod;
        AnimBoolName     = info.typeInfo.animBool;
        vfxName          = info.typeInfo.vfxName;
        vfxOffset        = info.typeInfo.vfxPosOffset;

        //CreateVFX();
    }
Example #7
0
 private void SetStatus(Constants.StatusType status, string message)
 {
     StatusText = message;
     StatusType = status;
 }