static public bool ContainStat(this RPGStatCollection collection, RPGStatType statType) { return(collection.ContainStat((int)statType)); }
/// <summary> /// Called when the modifier is applyed to a stat collection. Passed the /// collection containing the stat the modifier is applied to along with /// the id of the applied stat. /// </summary> public virtual void OnModifierApply(RPGStatCollection collection, int statId) { }
static public void UpdateStatModifer(this RPGStatCollection collection, RPGStatType statType) { collection.UpdateStatModifer((int)statType); }
static public void ScaleStat(this RPGStatCollection collection, RPGStatType statType, int level) { collection.ScaleStat((int)statType, level); }
static public void RemoveStatModifier(this RPGStatCollection collection, RPGStatType statType, RPGStatModifier mod, bool update) { collection.RemoveStatModifier((int)statType, mod, update); }
static public void ClearStatModifier(this RPGStatCollection collection, RPGStatType statType, bool update) { collection.ClearStatModifier((int)statType, update); }
static public void AddStatModifier(this RPGStatCollection collection, RPGStatType statType, RPGStatModifier mod) { collection.AddStatModifier((int)statType, mod); }
static public bool TryGetStat <T>(this RPGStatCollection collection, RPGStatType statType, out T stat) where T : RPGStat { return(collection.TryGetStat <T>((int)statType, out stat)); }
static public T GetStat <T>(this RPGStatCollection collection, RPGStatType statType) where T : RPGStat { return(collection.GetStat <T>((int)statType)); }
static public bool TryGetStat(this RPGStatCollection collection, RPGStatType statType, out RPGStat stat) { return(collection.TryGetStat((int)statType, out stat)); }
static public RPGStat GetStat(this RPGStatCollection collection, RPGStatType statType) { return(collection.GetStat((int)statType)); }