private void HandleIndex(string name, string value, ref EWeaponStat type) { if (EnumUtil <EWeaponStat> .TryGetEnumValue(name, ref type)) { this._threats.Table.Add(type, double.Parse(value)); } }
private void HandleStatsFromFile(string name, EWeaponStat x, double v, EEquipmentTier tier) { var stats = WeaponParamTable.Instance; var key = name + "_" + tier.ToString(); switch (x) { case (EWeaponStat.Accuracy_Mod): { stats.Table[key].AccuracyMod = v; } break; case (EWeaponStat.Armor_Ignore): { stats.Table[key].ArmorIgnore = v; } break; case (EWeaponStat.Armor_Pierce): { stats.Table[key].ArmorPierce = v; } break; case (EWeaponStat.AP_Mod): { stats.Table[key].APMod = v; } break; case (EWeaponStat.Block_Ignore): { stats.Table[key].BlockIgnore = v; } break; case (EWeaponStat.Damage): { stats.Table[key].Damage = (int)v; } break; case (EWeaponStat.Dodge_Mod): { stats.Table[key].Dodge_Mod = v; } break; case (EWeaponStat.Fatigue_Mod): { stats.Table[key].FatigueMod = v; } break; case (EWeaponStat.Max_Durability): { stats.Table[key].MaxDurability = (int)v; } break; case (EWeaponStat.Initiative_Mod): { stats.Table[key].InitiativeMod = v; } break; case (EWeaponStat.Melee_Block_Chance): { stats.Table[key].MeleeBlockChance = v; } break; case (EWeaponStat.Parry_Mod): { stats.Table[key].ParryMod = v; } break; case (EWeaponStat.Range_Mod): { stats.Table[key].RangeMod = (int)v; } break; case (EWeaponStat.Ranged_Block_Chance): { stats.Table[key].RangeBlockChance = v; } break; case (EWeaponStat.Shield_Damage_Percent): { stats.Table[key].ShieldDamagePercent = v; } break; case (EWeaponStat.Stamina_Mod): { stats.Table[key].StaminaMod = v; } break; case (EWeaponStat.Value): { stats.Table[key].Value = v; } break; } }
public double GetStat(EWeaponStat stat) { switch (stat) { case (EWeaponStat.Accuracy_Mod): { return(this._model.Data.AccuracyMod); } case (EWeaponStat.AP_Mod): { return(this._model.Data.APMod); } case (EWeaponStat.Armor_Ignore): { return(this._model.Data.ArmorIgnore); } case (EWeaponStat.Armor_Pierce): { return(this._model.Data.ArmorPierce); } case (EWeaponStat.Block_Ignore): { return(this._model.Data.BlockIgnore); } case (EWeaponStat.Damage): { return(this._model.Data.Damage); } case (EWeaponStat.Dodge_Mod): { return(this._model.Data.DodgeMod); } case (EWeaponStat.Fatigue_Mod): { return(this._model.Data.FatigueMod); } case (EWeaponStat.Initiative_Mod): { return(this._model.Data.InitiativeMod); } case (EWeaponStat.Max_Durability): { return(this._model.Data.MaxDurability); } case (EWeaponStat.Melee_Block_Chance): { return(this._model.Data.MeleeBlockChance); } case (EWeaponStat.Parry_Mod): { return(this._model.Data.ParryMod); } case (EWeaponStat.Ranged_Block_Chance): { return(this._model.Data.RangeBlockChance); } case (EWeaponStat.Range_Mod): { return(this._model.Data.RangeMod); } case (EWeaponStat.Shield_Damage_Percent): { return(this._model.Data.ShieldDamagePercent); } case (EWeaponStat.Stamina_Mod): { return(this._model.Data.StaminaMod); } case (EWeaponStat.Value): { return(this._model.Data.Value); } default: return(-1); } }
public ref Stat AccessWeaponStat(EWeaponStat stat) { Debug.Assert((int)stat >= 0 && (int)stat < m_weaponStats.Length, "Incorrect Stat Index : Value Passed In: " + stat.ToString()); return(ref m_weaponStats[(int)stat]);