internal void CopyGlobalIntoLocal() { LocalContext.SetContext(GlobalContext.EffectOwnerSquad, GlobalContext.EffectOwnerUnit, GlobalContext.EffectOwnerCharacter, GlobalContext.EffectTargetSquad, GlobalContext.EffectTargetUnit, GlobalContext.EffectTargetCharacter, GlobalContext.ActiveParser); LocalContext.Result = GlobalContext.Result; LocalContext.EnemyResult = GlobalContext.EnemyResult; LocalContext.SupportAttack = GlobalContext.SupportAttack; LocalContext.SupportDefend = GlobalContext.SupportDefend; GlobalContext.ArrayAttackPosition.CopyTo(LocalContext.ArrayAttackPosition, 0); }
private void UpdatePartsEffects() { SelectedUnit.ResetBoosts(); SelectedUnit.ActivePassiveBuffs(); if (CursorIndexListPart > 0) { GlobalBattleContext.SetContext(null, SelectedUnit, SelectedUnit.Pilot, null, SelectedUnit, SelectedUnit.Pilot, ActiveParser); UnitPart ActivePart = SystemList.ListPart.ElementAt(CursorIndexListPart - 1).Value; ActivePart.ReloadSkills(DicRequirement, DicEffect, DicAutomaticSkillTarget, DicManualSkillTarget); ActivePart.ActivatePassiveBuffs(); } }