/// <summary> /// This function removes an passive ability from a character and reorders the remaining abilities. /// </summary> /// <param name="acab">The ability to be removed</param> public void RemovePassiveAbility(Abilities.ActiveAbility paab) { if (this.unitPassiveAbilities.Contains(paab)) { this.unitPassiveAbilities.Remove(paab); } }
/// <summary> /// This function removes an actice ability from a unit and reorders the remaining abilities. /// </summary> /// <param name="acab">The ability to be removed</param> public void RemoveActiveAbility(Abilities.ActiveAbility acab) { if (this.unitActiveAbilities.Contains(acab)) { this.unitActiveAbilities.Remove(acab); } }
/// <summary> /// This function adds an Active Ability to the unit /// </summary> /// <param name="acab">The active ability to be added to the unit</param> public void AddActiveAbility(Abilities.ActiveAbility acab) { if (this.TypeOfUnit == UnitType.Character && this.unitActiveAbilities.Count() == 4) { RPG.UI.MessageForm mes = new RPG.UI.MessageForm("You have 4 active abilities already!" + Environment.NewLine + "Click 'Change Abilities' to change your active ones!"); mes.ShowDialog(); } else { this.unitActiveAbilities.Add(acab); } }
/// <summary> /// This function adds a Passive Ability to the character /// </summary> /// <param name="acab">The passive ability to be added to the character</param> public void AddPassiveAbility(Abilities.ActiveAbility pasab) { this.unitPassiveAbilities.Add(pasab); }