public static PropertyAttribute GetAttribute(AugmentationType type) { switch (type) { case AugmentationType.Strength: return(PropertyAttribute.Strength); case AugmentationType.Endurance: return(PropertyAttribute.Endurance); case AugmentationType.Coordination: return(PropertyAttribute.Coordination); case AugmentationType.Quickness: return(PropertyAttribute.Quickness); case AugmentationType.Focus: return(PropertyAttribute.Focus); case AugmentationType.Self: return(PropertyAttribute.Self); default: return(PropertyAttribute.Undef); } }
/// <summary> /// Набор агрументов зависит от желаемого типа операции: <br/><br/> /// Добавить орган - Передать Organ как IMPLANT <br/> /// Аугментировать - Передать Augment как IMPLANT <br/> /// Удалить орган или аугмент - Передать Organ как TARGET <br/> /// Деимплантировать - Передать Augment как TARGET /// </summary> public AugmentationDetails(AugmentationType _type, AugmentationAction _action, BodyPart _target = null, BodyPart _implant = null) { type = _type; action = _action; target = _target; implant = _implant; Validate(); }
/// <summary> /// Returns TRUE if this AugmentationType specializes a skill /// </summary> public static bool IsSkill(AugmentationType type) { switch (type) { case AugmentationType.Salvage: case AugmentationType.ItemTinkering: case AugmentationType.ArmorTinkering: case AugmentationType.MagicItemTinkering: case AugmentationType.WeaponTinkering: return(true); default: return(false); } }
public static PlayScript GetEffect(AugmentationType type) { if (IsAttribute(type)) { return(PlayScript.AugmentationUseAttribute); } else if (IsResist(type)) { return(PlayScript.AugmentationUseResistances); } else if (IsSkill(type)) { return(PlayScript.AugmentationUseSkill); } else { return(PlayScript.AugmentationUseOther); } }
public static Skill GetSkill(AugmentationType type) { switch (type) { case AugmentationType.Salvage: return(Skill.Salvaging); case AugmentationType.ItemTinkering: return(Skill.ItemTinkering); case AugmentationType.ArmorTinkering: return(Skill.ArmorTinkering); case AugmentationType.MagicItemTinkering: return(Skill.MagicItemTinkering); case AugmentationType.WeaponTinkering: return(Skill.WeaponTinkering); default: return(Skill.None); } }
/// <summary> /// Returns TRUE if this AugmentationType belongs to the 'resistance' family, /// which has a shared cap of 2 /// </summary> public static bool IsResist(AugmentationType type) { return(type >= AugmentationType.ResistSlash && type <= AugmentationType.ResistElectric); }
/// <summary> /// Returns TRUE if this AugmentationType belongs to the 'innate attribute' family, /// which has a shared cap of 10 /// </summary> public static bool IsAttribute(AugmentationType type) { return(type >= AugmentationType.Strength && type <= AugmentationType.Self); }