public void RemoveState(FighterStateEnum State) { if (this.HasState(State)) { this.myStates[State].RemoveEffect(); } }
/// <summary> /// /// </summary> /// <param name="state"></param> /// <returns></returns> public AbstractSpellBuff FindState(FighterStateEnum state) { if (HasState(state)) { return(m_states[state]); } return(null); }
public BuffEffect FindState(FighterStateEnum State) { if (this.HasState(State)) { return(this.myStates[State]); } return(null); }
public BattleFighterState(int buffId, FighterStateEnum state, int showId, int round) { this.state = state; this.buffId = buffId; this.showId = showId; this.round = round; this.paramMap = new Dictionary<int, int>(); }
/// <summary> /// /// </summary> /// <param name="state"></param> /// <returns></returns> public bool CanState(FighterStateEnum state) { switch (state) { case FighterStateEnum.STATE_CARRIED: case FighterStateEnum.STATE_CARRIER: return(!HasState(FighterStateEnum.STATE_GRAVITY)); } return(!HasState(state)); }
public bool CanState(FighterStateEnum State) { switch (State) { case FighterStateEnum.STATE_PORTE: case FighterStateEnum.STATE_PORTEUR: return(!HasState(FighterStateEnum.STATE_PESANTEUR)); } return(!HasState(State)); }
/// <summary> /// /// </summary> /// <param name="state"></param> /// <returns></returns> public bool HasState(FighterStateEnum state) { return(m_states.ContainsKey(state)); }
/// <summary> /// /// </summary> /// <param name="state"></param> /// <returns></returns> public bool HasState(FighterStateEnum state) { return m_states.ContainsKey(state); }
/// <summary> /// /// </summary> /// <param name="state"></param> /// <returns></returns> public AbstractSpellBuff FindState(FighterStateEnum state) { if (HasState(state)) return m_states[state]; return null; }
/// <summary> /// /// </summary> /// <param name="state"></param> /// <returns></returns> public bool CanState(FighterStateEnum state) { switch (state) { case FighterStateEnum.STATE_CARRIED: case FighterStateEnum.STATE_CARRIER: return !HasState(FighterStateEnum.STATE_GRAVITY); } return !HasState(state); }
public BuffEffect GetBuffByState(FighterStateEnum fse) { return(myStates[fse]); }
public bool HasState(FighterStateEnum State) { return(this.myStates.ContainsKey(State)); }