protected override void ReadAttribute(string key, string value) { switch (key) { case "Region": this.Region = (ERegionType)value.ToInt32(); break; case "Affect": this.Affect = (EAffect)value.ToInt32(); break; case "LifeTime": this.LifeTime = value.ToFloat(); break; case "MaxCount": this.MaxCount = value.ToInt32(); break; case "JudgeName": this.JudgeName = value; break; } }
protected override void ReadAttribute(string key, string value) { switch (key) { case "Affect": this.Affect = (EAffect)value.ToInt32(); break; case "BuffID": this.BuffID = value.ToInt32(); break; case "Ratio": this.Ratio = value.ToFloat(); break; } }
public List <Actor> GetActorsByAffectType(EAffect type) { switch (type) { //case EAffect.Ally: // return GetAllAlly(); //case EAffect.Host: // if (mHost == null) // { // return null; // } // else // { // return new List<Actor>() { mHost }; // } case EAffect.Enem: return(GetAllEnemy()); //case EAffect.Boss: // List<Actor> list = new List<Actor>(); // List<Actor> enemys = GetAllEnemy(); // for (int i = 0; i < enemys.Count; i++) // { // Actor monster = enemys[i]; // if (monster.ActorType == EActorType.MONSTER) // { // if (monster.IsBoss()) // { // list.Add(monster); // } // } // } // return list; //case EAffect.Self: // return new List<Actor>() { this }; //case EAffect.Each: // return LevelData.AllActors; default: return(new List <Actor>()); } }
public override void Read(string[] array) { this.Type = (EAffect)CfgObj.ReadInt32(Get(0, array)); this.Policy = (ESelectTargetPolicy)CfgObj.ReadInt32(Get(1, array)); this.MaxNum = CfgObj.ReadInt32(Get(2, array)); }