コード例 #1
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ファイル: Priority.cs プロジェクト: edekk/rawr-2.3.23
 public Priority()
 {
     _abilityType  = EnhanceAbility.None;
     _priorityName = "None";
     _description  = "Empty Priority";
     _inUse        = false;
     _priority     = 0;
     _enhSimName   = "XX";
 }
コード例 #2
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ファイル: Priority.cs プロジェクト: edekk/rawr-2.3.23
 public Priority(string priorityName, EnhanceAbility abilityType, string description, bool onByDefault, int priority, string enhSimName)
 {
     _priorityName = priorityName;
     _abilityType  = abilityType;
     _description  = description;
     _inUse        = onByDefault;
     _priority     = priority;
     _enhSimName   = enhSimName;
 }
コード例 #3
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 public bool PriorityInUse(EnhanceAbility abilityType)
 {
     Priority p;
     if (_priorityList.TryGetValue(abilityType, out p))
     {
         return p.Checked;
     }
     return false;
 }
コード例 #4
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        public bool PriorityInUse(EnhanceAbility abilityType)
        {
            Priority p;

            if (_priorityList.TryGetValue(abilityType, out p))
            {
                return(p.Checked);
            }
            return(false);
        }
コード例 #5
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ファイル: Priority.cs プロジェクト: edekk/rawr-2.3.23
 public float AbilityCooldown(EnhanceAbility abilityType)
 {
     foreach (Ability ability in _abilities)
     {
         if (ability.AbilityType == abilityType)
         {
             return(ability.Uses == 0 ? ability.Duration : fightLength / ability.Uses);
         }
     }
     return(fightLength);
 }
コード例 #6
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 public int GetAbilityPriorityValue(EnhanceAbility abilityType)
 {
     int priority = 0;
     foreach (KeyValuePair<EnhanceAbility, Priority> kvp in _sortedList)
     {
         Priority p = kvp.Value;
         if (p.Checked && p.PriorityValue > 0) 
             priority++;
         if (p.AbilityType == abilityType)
             return p.Checked ? priority : 0;
     }
     return -1;
 }
コード例 #7
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        public void SetAbilityPriority(EnhanceAbility abilityType, Priority priority)
        {
            Priority value = GetAbilityPriority(abilityType);

            if (value.AbilityType != EnhanceAbility.None)
            {
                _priorityList.Remove(abilityType);
            }
            if (priority.PriorityValue > 0)
            {
                _priorityList.Add(abilityType, priority);
            }
            // update the sorted list
            SortPriorities();
        }
コード例 #8
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 private void SetAbilityChecked(EnhanceAbility abilityType, bool checkState)
 {
     for (int i = 0; i < CLBPriorities.Items.Count; i++)
     {
         Priority p = (Priority)CLBPriorities.Items[i];
         if (p.AbilityType == abilityType)
         {
             _loadingCalculationOptions = true;
             p.Checked = checkState;
             _calcOpts.SetAbilityPriority(p.AbilityType, p);
             CLBPriorities.SetItemChecked(i, checkState);
             _loadingCalculationOptions = false;
             break;
         }
     }
 }
コード例 #9
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        public int GetAbilityPriorityValue(EnhanceAbility abilityType)
        {
            int priority = 0;

            foreach (KeyValuePair <EnhanceAbility, Priority> kvp in _sortedList)
            {
                Priority p = kvp.Value;
                if (p.Checked && p.PriorityValue > 0)
                {
                    priority++;
                }
                if (p.AbilityType == abilityType)
                {
                    return(p.Checked ? priority : 0);
                }
            }
            return(-1);
        }
コード例 #10
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ファイル: Ability.cs プロジェクト: edekk/rawr-2.3.23
 public Ability(EnhanceAbility abilityType, float duration, float gcd, float manacost, int priority, bool useBeforeCombat, bool manaRegen)
 {
     _abilityType = abilityType;
     _name        = abilityType.ToString();
     _duration    = duration;
     _priority    = priority;
     _manacost    = manacost;
     _gcd         = gcd;
     _manaRegen   = manaRegen;
     //TODO initial cooldown on SR is when you are almost out of mana for now use its duration ie: 60 seconds
     if (useBeforeCombat)  // if ability is to be used before start of combat refresh is after first duration over (eg: totems)
     {
         _cooldownOver = duration;
     }
     else
     {
         _cooldownOver = 0f;
     }
     _uses = 0;
 }
コード例 #11
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 public Priority GetAbilityPriority(EnhanceAbility abilityType)
 {
     return(_priorityList[abilityType]);
 }
コード例 #12
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 public float AbilityCooldown(EnhanceAbility abilityType)
 {
     return(_rotation.AbilityCooldown(abilityType));
 }
コード例 #13
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ファイル: CombatStats.cs プロジェクト: LucasPeacecraft/rawr
 public float AbilityCooldown(EnhanceAbility abilityType) { return _rotation.AbilityCooldown(abilityType); }
コード例 #14
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 public void SetAbilityPriority(EnhanceAbility abilityType, Priority priority)
 {
     Priority value = GetAbilityPriority(abilityType);
     if (value.AbilityType != EnhanceAbility.None)
         _priorityList.Remove(abilityType);
     if (priority.PriorityValue > 0)
         _priorityList.Add(abilityType, priority);
     // update the sorted list
     SortPriorities();
 }
コード例 #15
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 public Priority GetAbilityPriority(EnhanceAbility abilityType)
 {
     return _priorityList[abilityType];
 }