private void UpdateSpell(SpellCode spell) { switch (spell) { case SpellCode.EarthShatter: m_spellSlot.AddSpell(m_earthShatterDetails); break; case SpellCode.SteamBlast: m_spellSlot.AddSpell(m_steamBlastDetails); break; case SpellCode.Geyser: m_spellSlot.AddSpell(m_geyserDetails); break; case SpellCode.InnerFire: m_spellSlot.AddSpell(m_innerFireDetails); break; case SpellCode.NaturesRejuvenation: m_spellSlot.AddSpell(m_naturesRejuvenationDetails); break; case SpellCode.LivingArmor: m_spellSlot.AddSpell(m_livingArmorDetails); break; case SpellCode.MeteorStrike: m_spellSlot.AddSpell(m_meteorStrikeDetails); break; case SpellCode.Tornado: m_spellSlot.AddSpell(m_tornadoDetails); break; case SpellCode.SandStorm: m_spellSlot.AddSpell(m_sandStormDetails); break; case SpellCode.Overcharge: m_spellSlot.AddSpell(m_overchargeDetails); break; default: m_spellSlot.ClearSpell(); break; } }
public void AddNumber(SpellCode s) { var str = s == SpellCode.Space ? "0" : "1"; ns += str; }
public void AddCommand(SpellCode code) { AddIMP(code); }
public void AddIMP(SpellCode code) { IMP.Add(code); }
public void Add(SpellCode s) { string str = s == SpellCode.Space ? "0" : "1"; Name += s; }
private void UpdateSpellHUD(SpellCode spell) { HUD_updateSpell?.Invoke(spell); }
private void UpdateElementSpell() { if (m_playerStats.m_activeElementQueue.Count == 0) { return; } var elementQueue = m_playerStats.m_activeElementQueue; if (elementQueue.Contains(m_playerStats.m_fireElement) && elementQueue.Contains(m_playerStats.m_earthElement)) { CastSpell = CastEarthShatter; m_activeSpell = SpellCode.EarthShatter; UpdateSpellCooldownHUD(m_earthShatterCooldownTimer, m_earthShatterDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_fireElement) && elementQueue.Contains(m_playerStats.m_waterElement)) { CastSpell = CastSteamBlast; m_activeSpell = SpellCode.SteamBlast; UpdateSpellCooldownHUD(0.0f, 0.0f); } else if (elementQueue.Contains(m_playerStats.m_waterElement) && elementQueue.Contains(m_playerStats.m_earthElement)) { CastSpell = CastGeyser; m_activeSpell = SpellCode.Geyser; UpdateSpellCooldownHUD(m_geyserCooldownTimer, m_geyserDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_fireElement) && elementQueue.Contains(m_playerStats.m_natureElement)) { CastSpell = CastInnerFire; m_activeSpell = SpellCode.InnerFire; UpdateSpellCooldownHUD(m_innerFireCooldownTimer, m_innerFireDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_waterElement) && elementQueue.Contains(m_playerStats.m_natureElement)) { CastSpell = CastNaturesRejuvenation; m_activeSpell = SpellCode.NaturesRejuvenation; UpdateSpellCooldownHUD(m_naturesRejuvenationCooldownTimer, m_naturesRejuvenationDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_earthElement) && elementQueue.Contains(m_playerStats.m_natureElement)) { CastSpell = CastLivingArmor; m_activeSpell = SpellCode.LivingArmor; UpdateSpellCooldownHUD(m_livingArmorCooldownTimer, m_livingArmorDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_airElement) && elementQueue.Contains(m_playerStats.m_fireElement)) { CastSpell = CastMeteorStrike; m_activeSpell = SpellCode.MeteorStrike; UpdateSpellCooldownHUD(m_meteorStrikeCooldownTimer, m_meteorStrikeDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_airElement) && elementQueue.Contains(m_playerStats.m_waterElement)) { CastSpell = CastTornado; m_activeSpell = SpellCode.Tornado; UpdateSpellCooldownHUD(m_tornadoCooldownTimer, m_tornadoDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_airElement) && elementQueue.Contains(m_playerStats.m_earthElement)) { CastSpell = CastSandStorm; m_activeSpell = SpellCode.SandStorm; UpdateSpellCooldownHUD(m_sandStormCooldownTimer, m_sandStormDetails.cooldownDuration); } else if (elementQueue.Contains(m_playerStats.m_airElement) && elementQueue.Contains(m_playerStats.m_natureElement)) { CastSpell = CastOvercharge; m_activeSpell = SpellCode.Overcharge; UpdateSpellCooldownHUD(m_overchargeCooldownTimer, m_overchargeDetails.cooldownDuration); } else { CastSpell = null; m_activeSpell = SpellCode.None; UpdateSpellCooldownHUD(0.0f, 0.0f); } //turns off steamblast if it is still being used after spell switching if (m_isSteamBlastPlaying && CastSpell != CastSteamBlast) { m_steamBlastComponent.StopSteamBlast(); m_isSteamBlastPlaying = false; } UpdateSpellHUD(m_activeSpell); }