public StatusConditionTest(StatusConditionType type, Percentage percentage) { Type = type; Percentage = percentage; }
public bool TryCure(StatusConditionType type) { return StatusConditions.TryRemove(type); }
public IStatusConditionBalanceData this[StatusConditionType type] { get { return _dict[type]; } }
public bool HasStatusCondition(StatusConditionType type) { return StatusConditions.ContainsKey(type); }
public StatusConditionActor(StatusConditionType type) { Type = type; }
public static StatusCondition CreateCharacter(Pawn pawn, StatusConditionType type, Tick duration) { var statusConditions = BattleBalance._.Data.Character.StatusConditions; switch (type) { case StatusConditionType.Poison: var data = statusConditions.GetPoison(); return new StatusCondition(pawn, new StatusConditionPoisonActor(data), duration); default: Debug.LogError(LogMessages.EnumNotHandled(type)); return null; } }
public static StatusCondition Create(Pawn pawn, StatusConditionType type, Tick duration) { switch (pawn.StatusConditionGroup) { case StatusConditionGroup.Character: return CreateCharacter(pawn, type, duration); case StatusConditionGroup.Boss: return CreateBoss(pawn, type, duration); default: Debug.LogError(LogMessages.EnumNotHandled(type)); return null; } }
public SomeCharacterHasStatusConditionCondition(JsonData data) : base(ConditionType.SomeCharacterHasStatusCondition) { _type = data["StatusCondition"].ToEnum<StatusConditionType>(); }