コード例 #1
0
    private List <BattleAbility> LoadAbilities(int id)
    {
        List <BattleAbility> abilities = new List <BattleAbility>();
        MenuWeaponData       weapon    = GetWeapon(id);

        if (weapon.name == "" || weapon.name == null)
        {
            Debug.LogError("Weapon does not exist");
        }
        int[] abilityIds = { weapon.abilities[0], weapon.abilities[1], weapon.abilities[2] };
        foreach (int abilityId in abilityIds)
        {
            MenuAbilityData abilityData = GetAbility(abilityId);
            BattleAbility   ability     = new BattleAbility();
            ability.abilityId   = abilityId;
            ability.name        = abilityData.name;
            ability.value       = abilityData.value;
            ability.xAxis       = abilityData.xAxis;
            ability.range       = abilityData.range;
            ability.abilityType = abilityData.type;
            ability.reticleType = abilityData.reticle;
            ability.targetType  = abilityData.target;
            abilities.Add(ability);
        }
        return(abilities);
    }
コード例 #2
0
    private List <BattleAbility> LoadAbilities(int id)
    {
        List <BattleAbility> abilities = new List <BattleAbility>();
        MenuWeaponData       weapon    = GetWeapon(id);

        if (weapon.name == "" || weapon.name == null)
        {
            Debug.LogError("Weapon does not exist");
        }
        int[] abilityIds = { weapon.abilities[0], weapon.abilities[1], weapon.abilities[2] };
        foreach (int abilityId in abilityIds)
        {
            MenuAbilityData abilityData = GetAbility(abilityId);
            BattleAbility   ability     = new BattleAbility();
            ability.abilityId      = abilityId;
            ability.name           = abilityData.name;
            ability.value          = abilityData.value;
            ability.secondaryValue = abilityData.secondaryValue;
            ability.xAxis          = abilityData.xAxis;
            ability.range          = abilityData.range;
            ability.cost           = abilityData.cost;
            ability.abilityType    = abilityData.type;
            ability.reticleType    = abilityData.reticle;
            ability.targetType     = abilityData.target;
            ability.cooldown       = abilityData.cooldown;
            if (abilityData.statusId != -1)
            {
                for (int i = 0; i < statusEffects.Count(); i++)
                {
                    if (abilityData.statusId == i)
                    {
                        ability.status = statusEffects[i];
                    }
                }
            }
            abilities.Add(ability);
        }
        return(abilities);
    }