コード例 #1
0
    public void CreateAbility()
    {
        NewAbility           = null;
        NewAbility           = new Ability();
        NewAbility.abilityID = Guid.NewGuid();
        FormRune newForm = ActiveFormRune;

        NewAbility.aFormRune      = newForm.Clone();
        NewAbility.aFormRune.rank = int.Parse(FormRuneRank.text);
        CastModeRune newCast = ActiveCastModeRune;

        NewAbility.aCastModeRune      = newCast.Clone();
        NewAbility.aCastModeRune.rank = int.Parse(CastModeRuneRank.text);
        SchoolRune newSchool = ActiveSchoolRune;

        NewAbility.aSchoolRune      = newSchool.Clone();
        NewAbility.aSchoolRune.rank = int.Parse(SchoolRuneRank.text);
        NewAbility.aEffectRunes     = new List <EffectRune>();
        if (ActiveEffectRune != null)
        {
            EffectRune newEffect = (EffectRune)Activator.CreateInstance(ActiveEffectRune.GetType());
            newEffect.rank = int.Parse(EffectRuneRank.text);
            NewAbility.aEffectRunes.Add(newEffect);
        }

        NewAbility.initialized = true;
        NewAbility.harmful     = true;

        abilitySlot.abilityInSlot = NewAbility;
        abilitySlot.abilityInSlot.NameSelf();
        abilitySlot.slotImage.SetImage(NewAbility);
    }
コード例 #2
0
ファイル: Ability.cs プロジェクト: BHurst/RoughScripts
    public Ability Clone()
    {
        Ability temp = new Ability();

        temp.abilityID               = abilityID;
        temp.abilityName             = abilityName;
        temp.initialized             = initialized;
        temp.harmful                 = harmful;
        temp.helpful                 = helpful;
        temp.selfHarm                = selfHarm;
        temp.aFormRune               = aFormRune.Clone();
        temp.aCastModeRune           = aCastModeRune.Clone();
        temp.aSchoolRune             = aSchoolRune.Clone();
        temp.aEffectRunes            = new List <EffectRune>();
        temp.inspectorEffectRank     = inspectorEffectRank;
        temp.inspectorEffectRuneName = inspectorEffectRuneName;
        temp.cooldown                = cooldown;
        return(temp);
    }