public void ChangueRegenMana() { switch (ModeState) { case ManaState.Normal: mn.autoManaRegenRate = autoManaNormal; if (health.GetHP() < health.maxHealth * 3.0f / 4.0f) { ModeState = ManaState.Battle; } break; case ManaState.Battle: mn.autoManaRegenRate = autoManaBattle; if (health.GetHP() < health.maxHealth * 1.0f / 4.0f) { ModeState = ManaState.Critic; } else if (health.GetHP() >= health.maxHealth * 3.0f / 4.0f) { ModeState = ManaState.Normal; } break; case ManaState.Critic: mn.autoManaRegenRate = autoManaCritic; if (health.GetHP() > health.maxHealth * 1 / 4) { ModeState = ManaState.Battle; } break; } if (pl.GetMode() == 0) { mn.autoManaRegenRate *= IncrementoModoGuerrero; } }
public bool GetManaState(ManaState _state) { switch (_state) { case ManaState.eGAINING: { return(MStateArray[0]); break; } case ManaState.eHURT: { return(MStateArray[1]); break; } case ManaState.eATTACK: { return(MStateArray[2]); break; } case ManaState.eAWAY: { return(MStateArray[3]); break; } default: return(false); } }