public void SetupPassiveAbility(PassiveAbilityType newAbilityType, int newMaxUses, string newColor, int newConnectionType, int newMultiplier) { abilityType = newAbilityType; maxUses = newMaxUses; remainingUses = maxUses; color = newColor; connectionType = newConnectionType; multiplier = newMultiplier; }
private void RandomAbility() { var Data = CharacterOpenInfo.Self.GetComponent <CharacterData>(); int value; switch (Type) { case AbilityObjectType.OnlyBattleArt: value = Random.Range(0, Data.BattleArtTypeNumber); break; case AbilityObjectType.OnlyPassiveAbility: value = Random.Range(Data.BattleArtTypeNumber, Data.BattleArtTypeNumber + Data.PassiveAbilityTypeNumber); break; case AbilityObjectType.All: value = Random.Range(0, Data.BattleArtTypeNumber + Data.PassiveAbilityTypeNumber); break; default: value = Random.Range(0, Data.BattleArtTypeNumber + Data.PassiveAbilityTypeNumber); break; } if (value < Data.BattleArtTypeNumber) { BattleArtType Type = (BattleArtType)value; switch (Type) { case BattleArtType.PowerSlash: Ability = new PowerSlash(); break; case BattleArtType.CrossSlash: Ability = new CrossSlash(); break; } } else { PassiveAbilityType Type = (PassiveAbilityType)(value - Data.BattleArtTypeNumber); switch (Type) { case PassiveAbilityType.Harmony: Ability = new Harmony(); break; case PassiveAbilityType.SpiritMaster: Ability = new SpiritMaster(); break; case PassiveAbilityType.UltimateAwakening: Ability = new UltimateAwakening(); break; case PassiveAbilityType.CriticalEye: Ability = new CriticalEye(); break; case PassiveAbilityType.BattleArtMaster: Ability = new BattleArtMaster(); break; case PassiveAbilityType.Dancer: Ability = new Dancer(); break; case PassiveAbilityType.OneMind: Ability = new OneMind(); break; } } }
public void SetupPassiveAbility(PassiveAbilityType newAbilityType, int newMaxUses) { abilityType = newAbilityType; maxUses = newMaxUses; remainingUses = maxUses; }
public PassiveAbility(string name, string description, Dictionary <string, int> valueIncreases, Dictionary <string, double> percentIncreases, PassiveAbilityType abilityType, string activateConditionName) : base(name, description, valueIncreases, percentIncreases, false) { AbilityType = abilityType; ActivateConditionName = activateConditionName; }