Esempio n. 1
0
 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;
 }
Esempio n. 2
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    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;
            }
        }
    }
Esempio n. 3
0
 public void SetupPassiveAbility(PassiveAbilityType newAbilityType, int newMaxUses)
 {
     abilityType   = newAbilityType;
     maxUses       = newMaxUses;
     remainingUses = maxUses;
 }
Esempio n. 4
0
 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;
 }