public void DeserializeAsset(AssetFile assetFile, StreamReader stream) { m_effectName = stream.ReadString32(); m_duration = stream.ReadInt32(); m_maxStackSize = stream.ReadInt32(); m_damagePerTurn = stream.ReadInt32(); m_healingPerTurn = stream.ReadInt32(); m_healingType = (HealingType)stream.ReadInt32(); m_perTurnHitDelayTurns = stream.ReadInt32(); m_absorbAmount = stream.ReadInt32(); m_nextTurnAbsorbAmount = stream.ReadInt32(); m_dontEndEarlyOnShieldDeplete = stream.ReadBoolean(); stream.AlignTo(); m_damagePerMoveSquare = stream.ReadInt32(); m_healPerMoveSquare = stream.ReadInt32(); m_techPointLossPerMoveSquare = stream.ReadInt32(); m_techPointGainPerMoveSquare = stream.ReadInt32(); m_techPointChangeOnStart = stream.ReadInt32(); m_techPointGainPerTurn = stream.ReadInt32(); m_techPointLossPerTurn = stream.ReadInt32(); m_invisBreakMode = (InvisibilityBreakMode)stream.ReadInt32(); m_removeInvisibilityOnLastResolveStart = stream.ReadBoolean(); stream.AlignTo(); m_removeRevealedOnLastResolveStart = stream.ReadBoolean(); stream.AlignTo(); m_statMods = new SerializedArray <AbilityStatMod>(assetFile, stream); m_statusChanges = new SerializedArray <StatusType>(assetFile, stream); m_statusDelayMode = (StatusDelayMode)stream.ReadInt32(); m_endTriggers = new SerializedArray <EffectEndTag>(assetFile, stream); m_sequencePrefabs = new SerializedVector <SerializedComponent>(assetFile, stream); m_tickSequencePrefab = new SerializedComponent(assetFile, stream); }
public void UseHealingItem(HealingType type) { if (type == HealingType.Primary && EquippedPrimaryHealing != null) { GainHealth(EquippedPrimaryHealing.HealingPercentage); EquippedPrimaryHealing = null; } else if (EquippedSecondaryHealing != null) { GainHealth(EquippedSecondaryHealing.HealingPercentage); EquippedSecondaryHealing = null; } }
private void ToggleHealingItem(string name, HealingType type) { if (type == HealingType.Primary) { if (playerOne.EquippedPrimaryHealing == null) { playerOne.EquipHealingItem(name); } else { playerOne.UseHealingItem(type); } } }
private void SetupHealingOverHealing(Line line, HealingType healingType) { var cleanedAction = Regex.Replace(line.Action, @" \[.+\]", string.Empty); switch (healingType) { case HealingType.Normal: line.Action = $"{cleanedAction} [∞]"; this.SetHealingOverHealing(line); break; case HealingType.HealingOverTime: line.Action = $"{cleanedAction} [•][∞]"; this.SetHealingOverHealing(line); break; } }
private void SetupHealingOverHealing(Line line, HealingType healingType) { var cleanedAction = Regex.Replace(line.Action, @" \[.+\]", ""); switch (healingType) { case HealingType.Normal: line.Action = String.Format("{0} [∞]", cleanedAction); SetHealingOverHealing(line); break; case HealingType.HealingOverTime: line.Action = String.Format("{0} [•][∞]", cleanedAction); SetHealingOverHealing(line); break; } }