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); }
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); }