Esempio n. 1
0
 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 });
 }
Esempio n. 2
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 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
     });
 }
Esempio n. 3
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        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);
        }
Esempio n. 4
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        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;
        }