private void EIExtraEventProcess(List <Player> players, SkillData skillData, FightData fightData) { EIBuffParse(players, skillData, fightData); EIDamageParse(skillData, fightData); EICastParse(players, skillData); EIStatusParse(); // master attachements WarriorHelper.AttachMasterToWarriorBanners(players, _buffData, _castDataById); EngineerHelper.AttachMasterToEngineerTurrets(players, _damageDataById, _castDataById); RangerHelper.AttachMasterToRangerGadgets(players, _damageDataById, _castDataById); ProfHelper.AttachMasterToRacialGadgets(players, _damageDataById, _castDataById); }
private void EIExtraEventProcess(List <Player> players, SkillData skillData, AgentData agentData, FightData fightData, ParserController operation) { operation.UpdateProgressWithCancellationCheck("Creating Custom Buff Events"); EIBuffParse(players, skillData, fightData); operation.UpdateProgressWithCancellationCheck("Creating Custom Damage Events"); EIDamageParse(skillData, fightData); operation.UpdateProgressWithCancellationCheck("Creating Custom Cast Events"); EICastParse(players, skillData, agentData); operation.UpdateProgressWithCancellationCheck("Creating Custom Status Events"); EIStatusParse(); // master attachements operation.UpdateProgressWithCancellationCheck("Attaching Banners to Warriors"); WarriorHelper.AttachMasterToWarriorBanners(players, _buffData, _castDataById); operation.UpdateProgressWithCancellationCheck("Attaching Turrets to Engineers"); EngineerHelper.AttachMasterToEngineerTurrets(players, _damageDataById, _castDataById); operation.UpdateProgressWithCancellationCheck("Attaching Ranger Gadgets to Rangers"); RangerHelper.AttachMasterToRangerGadgets(players, _damageDataById, _castDataById); operation.UpdateProgressWithCancellationCheck("Attaching Racial Gadgets to Players"); ProfHelper.AttachMasterToRacialGadgets(players, _damageDataById, _castDataById); }