public void addSkill(Skill addSkill) { skill_list.Add(addSkill); }
private void IdleState(GameTime gameTime) { int slot = KeyToInt(); if (slot >= 0) { if (!SkillSlots.Instance.active) { if (getPlayer().quickslotbar.Quickslot(slot) is Skill) { // check if weapon is equiped if (getPlayer().equipment.item_list.FindAll(delegate(Item item) { return item.Type == ItemType.Weapon; }).Count > 0) { SkillSlots.Instance.active = true; spriteFrame.X = 0; ani_count = 1; // reset for cast animations state = EntityState.Skill; // new skill skill = playerStore.activePlayer.quickslotbar.Quickslot(slot) as Skill; previousCastTimeMsec = (float)gameTime.ElapsedGameTime.TotalSeconds + skill.CastTime; } } else if (getPlayer().quickslotbar.Quickslot(slot) is Item) { Item selectedItem = getPlayer().quickslotbar.Quickslot(slot) as Item; if(playerStore.activePlayer.inventory.item_list.FindAll(x => x.itemID == selectedItem.itemID).Count > 0) { if (!ItemActive) { ItemActive = true; previousCastTimeMsec = (float)gameTime.ElapsedGameTime.TotalSeconds + 1.2f; item_Consume(gameTime, selectedItem); } } } } } }
private void resetState(GameTime gametime) { // reset sprite frame and change state // start cooldown SkillSlots.Instance.active = false; spriteFrame.X = 0; ani_count = 0; SkillActive = false; ItemActive = false; cast_animation = null; skill_animation = null; animationOffset = Vector2.Zero; skill = null; }
public static Skill create(int identifier, string name, SkillType type) { var skill = new Skill(); skill.ID = identifier; skill.Name = name; skill.Type = type; skill.UnlockSkill = new string[4]; skill.UnlockLevel = new int[4]; skill.Level = 0; return skill; }