/// <summary> /// Crée le passif du type donné ayant le niveau donné. /// </summary> public static StateAlterationModel CreatePassive(StateAlterationType type, int level, int durationLevel) { return(new StateAlterationModel() { Type = type, FlatValue = PassiveEquipFactory.BalanceSystems[type][level], BaseDuration = GameServer.GetScene().Constants.Equip.EnchantOnHitEffectsDuration[durationLevel] }); }
/// <summary> /// Supprime toutes les altérations du type donné. /// </summary> /// <param name="type"></param> public void EndAlterations(StateAlterationType type) { foreach (StateAlteration alt in this) { if (alt.Model.Type == type) { alt.EndNow(); } } }
/// <summary> /// Retourne la liste des altérations d'état ayant le type donné. /// </summary> public StateAlterationCollection GetInteractionsByType(StateAlterationType type) { StateAlterationCollection alterations = new StateAlterationCollection(); foreach (StateAlteration alteration in this) { if ((alteration.Model.Type & type) == type) { alterations.Add(alteration); } } return(alterations); }
public static StateAlterationModelView Deserialize(System.IO.StreamReader input) { StateAlterationModelView _obj = new StateAlterationModelView(); // Type StateAlterationType _obj_Type = (StateAlterationType)Int32.Parse(input.ReadLine()); _obj.Type = (StateAlterationType)_obj_Type; // BaseDuration float _obj_BaseDuration = Single.Parse(input.ReadLine()); _obj.BaseDuration = (float)_obj_BaseDuration; // DashGoThroughWall bool _obj_DashGoThroughWall = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.DashGoThroughWall = (bool)_obj_DashGoThroughWall; // DashDirType DashDirectionType _obj_DashDirType = (DashDirectionType)Int32.Parse(input.ReadLine()); _obj.DashDirType = (DashDirectionType)_obj_DashDirType; // FlatValue float _obj_FlatValue = Single.Parse(input.ReadLine()); _obj.FlatValue = (float)_obj_FlatValue; // SourcePercentADValue float _obj_SourcePercentADValue = Single.Parse(input.ReadLine()); _obj.SourcePercentADValue = (float)_obj_SourcePercentADValue; // SourcePercentHPValue float _obj_SourcePercentHPValue = Single.Parse(input.ReadLine()); _obj.SourcePercentHPValue = (float)_obj_SourcePercentHPValue; // SourcePercentMaxHPValue float _obj_SourcePercentMaxHPValue = Single.Parse(input.ReadLine()); _obj.SourcePercentMaxHPValue = (float)_obj_SourcePercentMaxHPValue; // SourcePercentArmorValue float _obj_SourcePercentArmorValue = Single.Parse(input.ReadLine()); _obj.SourcePercentArmorValue = (float)_obj_SourcePercentArmorValue; // SourcePercentAPValue float _obj_SourcePercentAPValue = Single.Parse(input.ReadLine()); _obj.SourcePercentAPValue = (float)_obj_SourcePercentAPValue; // SourcePercentRMValue float _obj_SourcePercentRMValue = Single.Parse(input.ReadLine()); _obj.SourcePercentRMValue = (float)_obj_SourcePercentRMValue; // DestPercentADValue float _obj_DestPercentADValue = Single.Parse(input.ReadLine()); _obj.DestPercentADValue = (float)_obj_DestPercentADValue; // DestPercentHPValue float _obj_DestPercentHPValue = Single.Parse(input.ReadLine()); _obj.DestPercentHPValue = (float)_obj_DestPercentHPValue; // DestPercentMaxHPValue float _obj_DestPercentMaxHPValue = Single.Parse(input.ReadLine()); _obj.DestPercentMaxHPValue = (float)_obj_DestPercentMaxHPValue; // DestPercentArmorValue float _obj_DestPercentArmorValue = Single.Parse(input.ReadLine()); _obj.DestPercentArmorValue = (float)_obj_DestPercentArmorValue; // DestPercentAPValue float _obj_DestPercentAPValue = Single.Parse(input.ReadLine()); _obj.DestPercentAPValue = (float)_obj_DestPercentAPValue; // DestPercentRMValue float _obj_DestPercentRMValue = Single.Parse(input.ReadLine()); _obj.DestPercentRMValue = (float)_obj_DestPercentRMValue; // StructureBonus float _obj_StructureBonus = Single.Parse(input.ReadLine()); _obj.StructureBonus = (float)_obj_StructureBonus; // MonsterBonus float _obj_MonsterBonus = Single.Parse(input.ReadLine()); _obj.MonsterBonus = (float)_obj_MonsterBonus; // VirusBonus float _obj_VirusBonus = Single.Parse(input.ReadLine()); _obj.VirusBonus = (float)_obj_VirusBonus; return(_obj); }
public Passive(StateAlterationType type, int[] levels) { Type = type; Levels = levels; }