Exemplo n.º 1
0
        //atualiza o value dos efeitos, se for necessario.
        public void LevelUp()
        {
            if (Table == null)
            {
                Debug.Log("This skill(" + name + ") has no table to load");
                return;
            }
            // int i = 0;
            // effects[i].effect.value1 = Table.Rows[level-1].Field<float>("Effect0Value0");
            // effects[i].effect.value2 = Table.Rows[level-1].Field<float>("Effect0Value1");

            for (int i = 0; i < effects.Count; i++)
            {
                SkillEffectTuple modifyEffect = effects[i];
                //Debug.Log("levelapo a " + name);

                modifyEffect.value1 = Table.Rows[Level - 1].Field <float>("SkillEffect" + i + "Value0");
                //Debug.Log("Mvalue1: " + modifyEffect.value1);

                modifyEffect.value2 = Table.Rows[Level - 1].Field <float>("SkillEffect" + i + "Value1");
                //Debug.Log("Mvalue2: " + modifyEffect.value2);

                effects[i] = modifyEffect;
                //Debug.Log("value1: " + effects[i].value1);
                //Debug.Log("value2: " + effects[i].value2);
            }
        }
        //atualiza o value dos efeitos, se for necessario.
        public void LevelUp()
        {
            // int i = 0;
            // effects[i].effect.value1 = Table.Rows[level-1].Field<float>("Effect0Value0");
            // effects[i].effect.value2 = Table.Rows[level-1].Field<float>("Effect0Value1");

            for (int i = 0; i < effects.Count; i++)
            {
                SkillEffectTuple modifyEffect = effects[i];
                //Debug.Log("levelapo a " + name);

                modifyEffect.value1 = Table.Rows[level - 1].Field <float>("SkillEffect" + i + "Value0");
                //Debug.Log("Mvalue1: " + modifyEffect.value1);

                modifyEffect.value2 = Table.Rows[level - 1].Field <float>("SkillEffect" + i + "Value1");
                //Debug.Log("Mvalue2: " + modifyEffect.value2);

                effects[i] = modifyEffect;
                //Debug.Log("value1: " + effects[i].value1);
                //Debug.Log("value2: " + effects[i].value2);
            }
        }