public List <ActivatedPerkData> GetPlayerPerksInState(PerkState state) { List <ActivatedPerkData> playerActivatedPerks = this.GetPlayerActivatedPerks(); List <ActivatedPerkData> list = new List <ActivatedPerkData>(); if (playerActivatedPerks != null) { int i = 0; int count = playerActivatedPerks.Count; while (i < count) { ActivatedPerkData activatedPerkData = playerActivatedPerks[i]; if (state == PerkState.Active && this.IsPerkActive(activatedPerkData)) { list.Add(activatedPerkData); } else if (state == PerkState.Cooldown && this.IsPerkInCooldown(activatedPerkData)) { list.Add(activatedPerkData); } else if (state == PerkState.Expired && this.IsPerkExpired(activatedPerkData)) { list.Add(activatedPerkData); } i++; } } return(list); }
public List <string> GetPlayerPerkIdsInState(PerkState state) { List <ActivatedPerkData> playerPerksInState = this.GetPlayerPerksInState(state); List <string> list = new List <string>(); int i = 0; int count = playerPerksInState.Count; while (i < count) { ActivatedPerkData activatedPerkData = playerPerksInState[i]; list.Add(activatedPerkData.PerkId); i++; } return(list); }