/// <summary> /// Tells the system that the given stat was used. This is needed for UseAssigned SP calculations. /// Call this whenever that given stat was used in your game logic. Call as many times as needed. /// Will return false if the given stat was not found in this Character. /// </summary> /// <returns><c>true</c>, if the given stat exists in this Character <c>false</c> otherwise.</returns> /// <param name="statDefinition">The definition file of the stat</param> public bool MarkStatAsUsed(AbstractStat statDefinition) { StatData foundStat = this.SearchStat(statDefinition); if (foundStat != null) { foundStat.MarkStatAsUsed(); return(true); } return(false); }
/// <summary> /// Tells the system that the given stat was used. This is needed for UseAssigned SP calculations. /// Call this whenever that given stat was used in your game logic. Call as many times as needed. /// Will return false if the given stat was not found in this Character. /// </summary> /// <returns><c>true</c>, if the given stat exists in this Character <c>false</c> otherwise.</returns> /// <param name="statId">The ID of the stat</param> public bool MarkStatAsUsed(Guid statId) { StatData foundStat = this.SearchStat(statId); if (foundStat != null) { foundStat.MarkStatAsUsed(); return(true); } return(false); }