Example #1
0
 private bool IsMultiplierActive(IntervalDef multInterval)
 {
     if (GameFlowData != null && multInterval != null)
     {
         return(IsActiveInCurrentActionPhase(GameFlowData.CurrentTurn,
                                             multInterval.m_onDuration, multInterval.m_restDuration, multInterval.m_startOffset,
                                             multInterval.m_delayTillStartOfMovement, ActionPhaseCheckMode.Default));
     }
     return(true);
 }
Example #2
0
 public override void DeserializeAsset(AssetFile assetFile, StreamReader stream)
 {
     m_energyGainMultiplier          = stream.ReadSingle();
     m_energyGainMultInterval        = new IntervalDef(assetFile, stream);
     m_damageMultiplier              = stream.ReadSingle();
     m_damageMultInterval            = new IntervalDef(assetFile, stream);
     m_healingMultiplier             = stream.ReadSingle();
     m_healingMultInterval           = new IntervalDef(assetFile, stream);
     m_absorbMultiplier              = stream.ReadSingle();
     m_absorbMultInterval            = new IntervalDef(assetFile, stream);
     m_cooldownSpeedAdjustment       = stream.ReadInt32();
     m_cooldownTimeAdjustment        = stream.ReadInt32();
     m_cooldownMultiplier            = stream.ReadSingle();
     m_powerupRefreshSpeedAdjustment = stream.ReadInt32();
     m_powerupDurationAdjustment     = stream.ReadInt32();
     m_alwaysOnStatuses              = new SerializedArray <StatusInterval>(assetFile, stream);
     m_statusSuppression             = new SerializedArray <StatusInterval>(assetFile, stream);
     m_passiveEnergyRegenMultiplier  = stream.ReadSingle();
     m_passiveHpRegenMultiplier      = stream.ReadSingle();
     m_useEnergizedOverride          = stream.ReadBoolean();
     stream.AlignTo();
     m_energizedEnergyGainMod    = new AbilityModPropertyInt(assetFile, stream);
     m_useSlowEnergyGainOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_slowEnergyGainEnergyGainMod = new AbilityModPropertyInt(assetFile, stream);
     m_useHasteOverride            = stream.ReadBoolean();
     stream.AlignTo();
     m_hasteHalfMovementAdjustAmount = stream.ReadInt32();
     m_hasteFullMovementAdjustAmount = stream.ReadInt32();
     m_hasteMovementMultiplier       = stream.ReadSingle();
     m_useSlowOverride = stream.ReadBoolean();
     stream.AlignTo();
     m_slowHalfMovementAdjustAmount = stream.ReadInt32();
     m_slowFullMovementAdjustAmount = stream.ReadInt32();
     m_slowMovementMultiplier       = stream.ReadSingle();
     m_useEmpoweredOverride         = stream.ReadBoolean();
     stream.AlignTo();
     m_empoweredOutgoingDamageMod  = new AbilityModPropertyInt(assetFile, stream);
     m_empoweredOutgoingHealingMod = new AbilityModPropertyInt(assetFile, stream);
     m_empoweredOutgoingAbsorbMod  = new AbilityModPropertyInt(assetFile, stream);
     m_useWeakenedOverride         = stream.ReadBoolean();
     stream.AlignTo();
     m_weakenedOutgoingDamageMod  = new AbilityModPropertyInt(assetFile, stream);
     m_weakenedOutgoingHealingMod = new AbilityModPropertyInt(assetFile, stream);
     m_weakenedOutgoingAbsorbMod  = new AbilityModPropertyInt(assetFile, stream);
     m_useArmoredOverride         = stream.ReadBoolean();
     stream.AlignTo();
     m_armoredIncomingDamageMod = new AbilityModPropertyInt(assetFile, stream);
     m_useVulnerableOverride    = stream.ReadBoolean();
     stream.AlignTo();
     m_vulnerableDamageMultiplier = stream.ReadSingle();
     m_vulnerableDamageFlatAdd    = stream.ReadInt32();
 }