public bool GetStatChange(FxState state, FxOp op) { if (state == FxState.Shield) { return(Evaluate(shield, op, oldShield)); } if (state == FxState.Armor) { return(Evaluate(armor, op, oldArmor)); } if (state == FxState.Health) { return(Evaluate(health, op, oldHealth)); } if (state == FxState.Energy) { return(Evaluate(energy, op, oldEnergy)); } if (state == FxState.Stage) { return(Evaluate(stage, op, oldStage)); } if (state == FxState.Monitor) { return(Evaluate(monitor, op, oldMonitor)); } return(false); }
public float GetStatValue(FxState state) { if (state == FxState.Shield) { return(shield); } if (state == FxState.Armor) { return(armor); } if (state == FxState.Health) { return(health); } if (state == FxState.Energy) { return(energy); } if (state == FxState.Stage) { return(stage); } if (state == FxState.Monitor) { return(monitor); } return(0f); }
public bool GetStateBool(FxState state) { if (state == FxState.Alive) { return(GetUnitActive()); } if (state == FxState.Dying) { return(dying); } if (state == FxState.Dead) { return(dead); } return(false); }