static public SkillUnit.SkillArt CloneSkillArt(SkillUnit.SkillArt a) { SkillUnit.SkillArt b = new SkillUnit.SkillArt(); b.beginCameraAction = a.beginCameraAction; List <SkillUnit.SkillArtEffect> bl = b.beginEffect; for (int i = 0; i < a.beginEffect.Count; i++) { SkillUnit.SkillArtEffect se = a.beginEffect[i]; bl.Add(se); } b.endAction = a.endAction; b.endEffect = a.endEffect; b.guideAction = a.guideAction; b.guideFadeTime = a.guideFadeTime; b.guidingAction = a.guidingAction; b.hitCameraAction = a.hitCameraAction; b.id = a.id; b.tipReferPoint = a.tipReferPoint; b.moveCameraAction = a.moveCameraAction; b.tipEffect = a.tipEffect; b.unitEffect = a.unitEffect; return(b); }
public static void ConvertSkillArtEffect(SkillUnit.SkillArtEffect oUnit, SkillArtEffect unit) { oUnit.effect = unit.effect; oUnit.effPos = (SkillUnit.SkillArtEffect.EffPos)(int) unit.effPos; oUnit.height = unit.height; oUnit.phaseTime = unit.phaseTime; }
public static void ConvertSkillArt(SkillUnit.SkillArt oUnit, SkillArt unit) { oUnit.id = unit.id; oUnit.guideAction = unit.guideAction; oUnit.guideFadeTime = unit.guideFadeTime; oUnit.guidingAction = unit.guidingAction; oUnit.endAction = unit.endAction; oUnit.unitEffect = ConvertSkillArtEffect(unit.unitEffect[0].artEffect); oUnit.tipEffect = ConvertSkillArtEffect(unit.tipEffect[0].artEffect); oUnit.hitEffect = ConvertSkillArtEffect(unit.hitEffect[0].artEffect); oUnit.beginCameraAction = ConvertCameraAction(unit.beginCameraAction[0]); oUnit.moveCameraAction = ConvertCameraAction(unit.moveCameraAction[0]); oUnit.hitCameraAction = ConvertCameraAction(unit.hitCameraAction[0]); List <SkillUnit.SkillArtEffect> beginlist = oUnit.beginEffect; for (int i = 0; i < unit.beginEffect.Count; i++) { SkillUnit.SkillArtEffect Effect = new SkillUnit.SkillArtEffect(); Effect = ConvertSkillArtEffect(unit.beginEffect[i].artEffect); oUnit.beginEffect.Add(Effect); } }
public static SkillUnit.SkillArtEffect ConvertSkillArtEffect(SkillArtEffect unit) { SkillUnit.SkillArtEffect oUnit = new SkillUnit.SkillArtEffect(); oUnit.effect = unit.effect; oUnit.effPos = (SkillUnit.SkillArtEffect.EffPos)(int) unit.effPos; oUnit.height = unit.height; oUnit.phaseTime = unit.phaseTime; return(oUnit); }