public void SetCharacterState(CharacterStateControlStore savedCSC, BattleStateData battleStateData) { this._currentHp = savedCSC.hp; this.ap = savedCSC.ap; this.isSelectSkill = savedCSC.isSelectSkill; this.hate = savedCSC.hate; this.previousHate = savedCSC.previousHate; this.isLeader = savedCSC.isLeader; this.skillOrder = savedCSC.skillOrder; this.myIndex = savedCSC.myIndex; this.isEnemy = savedCSC.isEnemy; this.currentSufferState.Set(savedCSC.currentSufferState); this.randomedSpeed = savedCSC.randomedSpeed; this.isEscape = savedCSC.isEscape; this.skillUseCounts = savedCSC.skillUseCounts; this.chip.SetCharacterState(savedCSC); }
public void SetCharacterState(CharacterStateControlStore savedCSC) { this.SetChipEffectCount(savedCSC.chipEffectCount); this.SetPotencyChipIdList(savedCSC.potencyChipIdList); foreach (int num in this.potencyChipIdList.Keys) { GameWebAPI.RespDataMA_ChipEffectM.ChipEffect chipEffectDataToId = ChipDataMng.GetChipEffectDataToId(num.ToString()); if (chipEffectDataToId != null) { GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] chipEffects = new GameWebAPI.RespDataMA_ChipEffectM.ChipEffect[] { chipEffectDataToId }; EffectStatusBase.EffectTriggerType effectTriggerType = (EffectStatusBase.EffectTriggerType)chipEffectDataToId.effectTrigger.ToInt32(); if (effectTriggerType != EffectStatusBase.EffectTriggerType.Usually && effectTriggerType != EffectStatusBase.EffectTriggerType.Area) { this.AddChipParam(true, chipEffects, true, false); } } } }
private string ManageCharacterStateControlForValueToJson(CharacterStateControl csc) { CharacterStateControlStore value = new CharacterStateControlStore { hp = csc.hp, ap = csc.ap, isSelectSkill = csc.isSelectSkill, hate = csc.hate, previousHate = csc.previousHate, isLeader = csc.isLeader, skillOrder = csc.skillOrder, myIndex = csc.myIndex, isEnemy = csc.isEnemy, chipIds = csc.chipIds, isEscape = csc.isEscape, skillUseCounts = csc.skillUseCounts, currentSufferState = csc.currentSufferState.Get(), chipEffectCount = csc.GetChipEffectCountToString(), potencyChipIdList = csc.GetPotencyChipIdListToString() }; return(JsonWriter.Serialize(value)); }
private void ManageCharacterStateControlForJsonToValue(string json, CharacterStateControl characterStateControl, BattleStateData battleStateData) { CharacterStateControlStore savedCSC = JsonReader.Deserialize(json, typeof(CharacterStateControlStore)) as CharacterStateControlStore; characterStateControl.SetCharacterState(savedCSC, battleStateData); }