public SkillAggregate(Skill skill, Skills skillsData, Entity source, Entity target, PlayerDamageDealt playerDamageDealt, bool timed, Database.Database.Type type) { _playerDamageDealt = playerDamageDealt; _timed = timed; _target = target; Type = type; Skills = new Dictionary<Skill, List<Entity>>(); Name = skill.ShortName; SkillsData = skillsData; Skills.Add(skill, new List<Entity>{ source }); }
public SkillAggregate(Skill skill, Skills skillsData, Entity source, Entity target, PlayerDamageDealt playerDamageDealt, bool timed, Database.Database.Type type) { _playerDamageDealt = playerDamageDealt; _timed = timed; _target = target; Type = type; Skills = new Dictionary <Skill, List <Entity> >(); Name = skill.ShortName; SkillsData = skillsData; Skills.Add(skill, new List <Entity> { source }); }
public bool Add(Skill skill, Entity source) { if (skill.ShortName != Name) { return(false); } if (Skills.Any(sk => skill.Id == sk.Key.Id && skill.IsHotDot == sk.Key.IsHotDot && sk.Value.Contains(source))) { return(false); } if (Skills.ContainsKey(skill)) { Skills[skill].Add(source); _playerDealtUnrelieable = true; } else { Skills.Add(skill, new List <Entity> { source }); } return(true); }
public bool Add(Skill skill, Entity source) { if (skill.ShortName != Name) return false; if (Skills.Any(sk => skill.Id == sk.Key.Id && skill.IsHotDot == sk.Key.IsHotDot && sk.Value.Contains(source))) { return false; } if (Skills.ContainsKey(skill)) { Skills[skill].Add(source); _playerDealtUnrelieable = true; } else { Skills.Add(skill, new List<Entity> {source}); } return true; }