public void GetHomePassiveBuffStatus(ref BaseStatus fixed_status, ref BaseStatus scale_status, UnitData user = null, int job_index = 0, bool bCheckCondition = true) { fixed_status.Clear(); scale_status.Clear(); ArtifactData.WorkScaleStatus.Clear(); SkillData.GetHomePassiveBuffStatus(this.EquipSkill, ref fixed_status, ref ArtifactData.WorkScaleStatus); scale_status.Add(ArtifactData.WorkScaleStatus); if (this.mLearningAbilities == null) { return; } for (int index1 = 0; index1 < this.mLearningAbilities.Count; ++index1) { AbilityData mLearningAbility = this.mLearningAbilities[index1]; if ((user == null || mLearningAbility.CheckEnableUseAbility(user, job_index) || bCheckCondition) && mLearningAbility.Skills != null) { for (int index2 = 0; index2 < mLearningAbility.Skills.Count; ++index2) { SkillData skill = mLearningAbility.Skills[index2]; ArtifactData.WorkScaleStatus.Clear(); SkillData.GetHomePassiveBuffStatus(skill, ref fixed_status, ref ArtifactData.WorkScaleStatus); scale_status.Add(ArtifactData.WorkScaleStatus); } } } }
public static void GetSkillStatus(string statusup_skill, int awakeLvCap, int lv, ref BaseStatus add, ref BaseStatus scale) { SkillData skill = new SkillData(); skill.Setup(statusup_skill, lv, awakeLvCap, (MasterParam)null); SkillData.GetHomePassiveBuffStatus(skill, EElement.None, ref add, ref scale); }
public static void CalcTobiraParameter(string unit_iname, TobiraParam.Category category, int lv, ref BaseStatus add, ref BaseStatus scale) { TobiraData tobiraData = new TobiraData(); if (!tobiraData.Setup(unit_iname, category, lv)) { return; } UnitParam unitParam = MonoSingleton <GameManager> .Instance.MasterParam.GetUnitParam(unit_iname); SkillData.GetHomePassiveBuffStatus(tobiraData.ParameterBuffSkill, unitParam == null ? EElement.None : unitParam.element, ref add, ref scale); }
public BaseStatus GetNoConditionsEquipEffectStatus() { BaseStatus baseStatus = new BaseStatus(); List <ConceptCardEquipEffect> conditionsEquipEffects = this.GetNoConditionsEquipEffects(); for (int index = 0; index < conditionsEquipEffects.Count; ++index) { BaseStatus status = new BaseStatus(); BaseStatus scale_status = new BaseStatus(); SkillData.GetHomePassiveBuffStatus(conditionsEquipEffects[index].EquipSkill, EElement.None, ref status, ref scale_status); baseStatus.Add(status); } return(baseStatus); }
public void GetStatus(ref BaseStatus fixed_status, ref BaseStatus scale_status) { BaseStatus scale_status1 = new BaseStatus(); fixed_status.Clear(); scale_status.Clear(); SkillData.GetHomePassiveBuffStatus(this.mEquipSkill, EElement.None, ref fixed_status, ref scale_status1); scale_status.Add(scale_status1); if (this.Ability == null || this.Ability.Skills == null) { return; } for (int index = 0; index < this.Ability.Skills.Count; ++index) { scale_status1.Clear(); SkillData.GetHomePassiveBuffStatus(this.Ability.Skills[index], EElement.None, ref fixed_status, ref scale_status1); scale_status.Add(scale_status1); } }
public static void GetHomePassiveBuffStatus(SkillData skill, EElement element, ref BaseStatus status, ref BaseStatus scale_status) { SkillData.GetHomePassiveBuffStatus(skill, element, ref status, ref status, ref status, ref status, ref scale_status); }