public DangerousSpell(Champion champion, SpellSlot spellSlot, int enemies, SpellDangerLevel dangerLevel, int tick) { Champion = champion; SpellSlot = spellSlot; IfEnemiesNear = enemies; DangerLevel = dangerLevel; Tick = tick; }
public SpellData( string charName, string spellName, string name, int range, int radius, SpellDangerLevel dangerlevel, SpellType spellType ) { CharName = charName; SpellName = spellName; Name = name; Range = range; Radius = radius; Dangerlevel = dangerlevel; SpellType = spellType; }
private Color GetSpellColor(SpellDangerLevel dangerLevel) { switch (dangerLevel) { case SpellDangerLevel.Low: return(LowDanger.GetSystemColor()); case SpellDangerLevel.Normal: return(NormalDanger.GetSystemColor()); case SpellDangerLevel.High: return(HighDanger.GetSystemColor()); case SpellDangerLevel.Extreme: return(ExtremeDanger.GetSystemColor()); default: return(NormalDanger.GetSystemColor()); } }
private Color GetSpellColor(SpellDangerLevel dangerLevel) { return DangerColorPickers[(int) dangerLevel].CurrentValue; }
private Color GetSpellColor(SpellDangerLevel dangerLevel) { return(DangerColorPickers[(int)dangerLevel].CurrentValue); }
private Color GetSpellColor(SpellDangerLevel dangerLevel) { switch (dangerLevel) { case SpellDangerLevel.Low: return LowDanger.GetSystemColor(); case SpellDangerLevel.Normal: return NormalDanger.GetSystemColor(); case SpellDangerLevel.High: return HighDanger.GetSystemColor(); case SpellDangerLevel.Extreme: return ExtremeDanger.GetSystemColor(); default: return NormalDanger.GetSystemColor(); } }