protected StateCollection(StateCollection <T> other) : this() { foreach (T obj in other) { Set((T)obj.Clone()); } }
public EffectTile(EffectTile other) { ID = other.ID; Revealed = other.Revealed; Danger = other.Danger; TileStates = other.TileStates.Clone(); TileLoc = other.TileLoc; }
protected GameContext(GameContext other) { ContextStates = other.ContextStates.Clone(); User = other.User; Target = other.Target; CancelState = other.CancelState; }
public BattleContext(BattleActionType actionType) : base() { TurnCancel = new AbortStatus(); this.ActionType = actionType; UsageSlot = BattleContext.DEFAULT_ATTACK_SLOT; SkillUsedUp = -1; StrikeLandTiles = new List <Loc>(); actionMsg = ""; GlobalContextStates = new StateCollection <ContextState>(); }
public BattleContext(BattleContext other, bool copyGlobal) : base(other) { TurnCancel = other.TurnCancel; if (copyGlobal) { GlobalContextStates = other.GlobalContextStates.Clone(); } else { GlobalContextStates = other.GlobalContextStates; } StrikeStartTile = other.StrikeStartTile; StrikeEndTile = other.StrikeEndTile; StartDir = other.StartDir; ExplosionTile = other.ExplosionTile; TargetTile = other.TargetTile; if (copyGlobal) { StrikeLandTiles = new List <Loc>(); StrikeLandTiles.AddRange(other.StrikeLandTiles); } else { StrikeLandTiles = other.StrikeLandTiles; } ActionType = other.ActionType; UsageSlot = other.UsageSlot; StrikesMade = other.StrikesMade; Strikes = other.Strikes; HitboxAction = other.HitboxAction.Clone(); Explosion = new ExplosionData(other.Explosion); Data = new BattleData(other.Data); Item = new InvItem(other.Item); SkillUsedUp = other.SkillUsedUp; actionMsg = other.actionMsg; actionSilent = other.actionSilent; Hit = other.Hit; RangeMod = other.RangeMod; }
public MapStatus() : base() { StatusStates = new StateCollection <MapStatusState>(); Emitter = new Content.EmptySwitchOffEmitter(); }
protected StatusEffect(StatusEffect other) : base(other) { StatusStates = other.StatusStates.Clone(); }
public StatusEffect() : base() { StatusStates = new StateCollection <StatusState>(); }
public EffectTile(Loc loc) { ID = -1; TileStates = new StateCollection <TileState>(); TileLoc = loc; }
public EffectTile() { ID = -1; TileStates = new StateCollection <TileState>(); }
protected GameContext() { ContextStates = new StateCollection <ContextState>(); CancelState = new AbortStatus(); }