/// <summary> /// Re-attunes rune to player's class. Used for favoring. /// </summary> /// <param name="toonClass"></param> public void ReAttuneToClass(Toons.ToonClass toonClass) { int PowerSNOId = -1; switch (toonClass) { case Toons.ToonClass.Barbarian: PowerSNOId = Mooege.Core.GS.Skills.Skills.Barbarian.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.Barbarian.AllActiveSkillsList.Count)); break; case Toons.ToonClass.DemonHunter: PowerSNOId = Mooege.Core.GS.Skills.Skills.DemonHunter.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.DemonHunter.AllActiveSkillsList.Count)); break; case Toons.ToonClass.Monk: PowerSNOId = Mooege.Core.GS.Skills.Skills.Monk.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.Monk.AllActiveSkillsList.Count)); break; case Toons.ToonClass.WitchDoctor: PowerSNOId = Mooege.Core.GS.Skills.Skills.WitchDoctor.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.WitchDoctor.AllActiveSkillsList.Count)); break; case Toons.ToonClass.Wizard: PowerSNOId = Mooege.Core.GS.Skills.Skills.Wizard.AllActiveSkillsList.ElementAt(RandomHelper.Next(0, Mooege.Core.GS.Skills.Skills.Wizard.AllActiveSkillsList.Count)); break; } this.Attributes[GameAttribute.Rune_Attuned_Power] = PowerSNOId; }
public PeopleController(Toons context) { _context = context; }