////////////////////////////////////////// /// Effect() ////////////////////////////////////////// public Effect(AppliedEffectData i_data) { // store a reference to the actual data of this effect m_data = IDL_Effects.GetData(i_data.EffectID); if (m_data != null) { // set the # of turns this effect will last m_nRemainingTurns = m_data.Duration; } else { Debug.LogError("Warning, no effect data for " + i_data.EffectID); } }
////////////////////////////////////////// /// UpdateView() ////////////////////////////////////////// public override void UpdateView() { // see if the blessing is actually on the character CharacterModel model = (CharacterModel)ModelToView; bool bHas = model.HasEffect(BlessingKey); EffectData effect = IDL_Effects.GetData(BlessingKey); // change the icon, if neccessary if (bHas && m_eState == BlessingStates.Off) { SetState(BlessingStates.On, effect); } else if (bHas == false && m_eState == BlessingStates.On) { SetState(BlessingStates.Off, effect); } // update the tooltip the first time this view is updated if (m_bInit == false) { m_bInit = true; UpdateTooltip(effect); } }