public string GetEffect(FramesRoleID framesRoleID, int setIndex) { foreach (CorrectFramesInfo correctFramesInfo in correctFramesList) { if (correctFramesInfo.framesRoleID == framesRoleID && correctFramesInfo.setIndex == setIndex) { return(correctFramesInfo.effect); } } return(null); }
public FrameID GetCurrentFramesPart(FramesRoleID framesRoleID, int setIndex, SituationID situation) { foreach (CorrectFramesInfo correctFramesInfo in correctFramesList) { if (correctFramesInfo.framesRoleID == framesRoleID && correctFramesInfo.setIndex == setIndex) { return(correctFramesInfo.frames[(int)situation]); } } return(FrameID.NullFrame); }
public List <FrameID> GetCorrectFrames(FramesRoleID framesRoleID, int setIndex) { foreach (CorrectFramesInfo correctFramesInfo in correctFramesList) { if (correctFramesInfo.framesRoleID == framesRoleID && correctFramesInfo.setIndex == setIndex) { return(correctFramesInfo.frames); } } return(new List <FrameID>()); }
public FrameID GetFrame(FramesRoleID roleID, SituationID situationID) { FrameID retID = frameRepository.GetCurrentFramesPart(roleID, rotationIndexs[currentRotation], situationID); return(retID); }
public void CallAlly(FramesRoleID framesRoleID, int setIndex, UnityAction <string> callback) { switch (framesRoleID) { case FramesRoleID.Attack: switch (setIndex) { case 0: StartCoroutine(Attack(callback)); break; case 1: StartCoroutine(Talk(callback)); break; case 2: StartCoroutine(Attack(callback)); break; default: break; } break; case FramesRoleID.Buff: switch (setIndex) { case 0: StartCoroutine(Buff(callback)); break; case 1: StartCoroutine(Buff(callback)); break; case 2: StartCoroutine(Buff(callback)); break; default: break; } break; case FramesRoleID.Heal: switch (setIndex) { case 0: StartCoroutine(Heal(callback)); break; case 1: StartCoroutine(Heal(callback)); break; case 2: StartCoroutine(Heal(callback)); break; default: break; } break; default: break; } }