public LGskill(LGskillData.SkillStruct newSkill) { if (LGskillData.Skills.ContainsKey ((uint)newSkill.skillID)) { Debug.LogError ("SkillID already used, use unique skillIDs"); return; } _skillID = (uint)newSkill.skillID; _name = newSkill.skillName; _effect = (LGskillData.EffectType)newSkill.effect; _target = (LGskillData.TargetType)newSkill.target; _team = (LGskillData.TeamType)newSkill.team; _effortCost = newSkill.effortCost; _sourceTrait = (LGstatData.TraitType)newSkill.sourceTrait; _targetTrait = (LGstatData.TraitType)newSkill.targetTrait; LGskillData.Skills.Add (_skillID,this); }
// Constructor public LGskill(uint skillID, string newName, int effortCost, LGskillData.EffectType effect, LGstatData.TraitType sourceT, LGstatData.TraitType targetT, LGskillData.TargetType target, LGskillData.TeamType team) { // For now generate skillID in order, in future skillID should // be powered by config files if (LGskillData.Skills.ContainsKey (skillID)) { Debug.LogError ("SkillID already used, use unique skillIDs"); return; } _skillID = skillID; _name = newName; _effect = effect; _target = target; _team = team; _effortCost = effortCost; _sourceTrait = sourceT; _targetTrait = targetT; LGskillData.Skills.Add (_skillID,this); }