Пример #1
0
    public Strength GetAffectEffectStrength(AffectEffect affectEffect)
    {
        if (!Tolerance.OnInfluenceToleranceAffectEffect(affectEffect))
        {
            global::Debug.LogError("Unknown Type : " + affectEffect.ToString());
            return(Strength.None);
        }
        switch (affectEffect)
        {
        case AffectEffect.Paralysis:
            return(this.paralysis);

        case AffectEffect.Poison:
            return(this.poison);

        case AffectEffect.Sleep:
            return(this.sleep);

        case AffectEffect.SkillLock:
            return(this.skillLock);

        case AffectEffect.Confusion:
            return(this.confusion);

        case AffectEffect.Stun:
            return(this.stun);
        }
        return(this.instantDeath);
    }
Пример #2
0
 public void AddHitIcon(CharacterStateControl target, AffectEffect affectEffect, int damage, Strength strength, bool isMiss, bool isCritical, bool isDrain, bool isCounter, bool isReflection, ExtraEffectType extraEffectType)
 {
     SubStatePlayHitAnimationAction.Data.HitIcon hitIcon = new SubStatePlayHitAnimationAction.Data.HitIcon();
     hitIcon.target          = target;
     hitIcon.affectEffect    = affectEffect;
     hitIcon.damage          = damage;
     hitIcon.strength        = strength;
     hitIcon.isMiss          = isMiss;
     hitIcon.isCritical      = isCritical;
     hitIcon.isDrain         = isDrain;
     hitIcon.isCounter       = isCounter;
     hitIcon.isReflection    = isReflection;
     hitIcon.extraEffectType = extraEffectType;
     this.hitIconList.Add(hitIcon);
 }
Пример #3
0
 public AffectEffectProperty(AffectEffect type, int skillId, int subSkillId, float hitRate, EffectTarget target, EffectNumbers effectNumbers, int[] intValue, float[] floatValue, bool useDrain, PowerType powerType, TechniqueType techniqueType, global::Attribute attribute, bool isMissThrough)
 {
     this._type          = type;
     this.skillId        = skillId;
     this.subSkillId     = subSkillId;
     this.hitRate        = hitRate;
     this._techniqueType = techniqueType;
     this._attribute     = attribute;
     this.target         = target;
     this._effectNumbers = effectNumbers;
     this._powerType     = powerType;
     this._floatValue    = floatValue;
     this._intValue      = intValue;
     this.useDrain       = useDrain;
     this.isMissThrough  = isMissThrough;
 }
 private void GetSkillDetailViewData(out GameWebAPI.RespDataMA_GetSkillDetailM.SkillDetailM dest, List <GameWebAPI.RespDataMA_GetSkillDetailM.SkillDetailM> source)
 {
     dest = null;
     for (int i = 0; i < source.Count; i++)
     {
         if (dest == null)
         {
             dest = source[i];
         }
         AffectEffect affectEffect = ServerToBattleUtility.IntToAffectEffect(source[i].effectType);
         if (AffectEffectProperty.IsDamage(affectEffect))
         {
             dest = source[i];
             break;
         }
     }
 }
Пример #5
0
    public void ApplyShowHitIcon(AffectEffect affect, int onDamage, Strength onWeak, bool onMiss, bool onCrithical, bool isDrain, bool isCounter, bool isReflection, ExtraEffectType extraEffectType = ExtraEffectType.Non, AffectEffectProperty affectEffectProperty = null)
    {
        this.ApplyHitIconPlayAnimation(onWeak);
        bool flag = false;

        HitIcon.Data data = (!flag) ? this.standard : this.gimmick;
        this.standard.gameObject.SetActive(!flag);
        this.gimmick.gameObject.SetActive(flag);
        base.transform.localScale = Vector3.one;
        data.numMesh.text         = string.Empty;
        data.topMesh.text         = string.Empty;
        data.middleMesh.text      = string.Empty;
        data.bottomMesh.text      = string.Empty;
        this.upSprite.gameObject.SetActive(false);
        this.downSprite.gameObject.SetActive(false);
        if (onMiss)
        {
            this.ShowMiss(data);
        }
        else
        {
            switch (affect)
            {
            case AffectEffect.Damage:
            case AffectEffect.ReferenceTargetHpRate:
            case AffectEffect.HpBorderlineDamage:
            case AffectEffect.HpBorderlineSpDamage:
            case AffectEffect.DefenseThroughDamage:
            case AffectEffect.SpDefenseThroughDamage:
            case AffectEffect.RefHpRateNonAttribute:
                this.ShowDamage(data, onDamage, onWeak, onCrithical, isCounter, isReflection, extraEffectType);
                return;

            case AffectEffect.AttackUp:
                this.ShowAttackUp(data);
                return;

            case AffectEffect.AttackDown:
                this.ShowAttackDown(data);
                return;

            case AffectEffect.DefenceUp:
                this.ShowDefenceUp(data);
                return;

            case AffectEffect.DefenceDown:
                this.ShowDefenceDown(data);
                return;

            case AffectEffect.SpAttackUp:
                this.ShowSpAttackUp(data);
                return;

            case AffectEffect.SpAttackDown:
                this.ShowSpAttackDown(data);
                return;

            case AffectEffect.SpDefenceUp:
                this.ShowSpDefenceUp(data);
                return;

            case AffectEffect.SpDefenceDown:
                this.ShowSpDefenceDown(data);
                return;

            case AffectEffect.SpeedUp:
                this.ShowSpeedUp(data);
                return;

            case AffectEffect.SpeedDown:
                this.ShowSpeedDown(data);
                return;

            case AffectEffect.CorrectionUpReset:
                this.ShowCorrectionUpReset(data);
                return;

            case AffectEffect.CorrectionDownReset:
                this.ShowCorrectionDownReset(data);
                return;

            case AffectEffect.HpRevival:
                this.ShowHpRevival(data, onDamage, isDrain);
                return;

            case AffectEffect.Counter:
                this.ShowCounter(data, onDamage);
                return;

            case AffectEffect.Reflection:
                this.ShowReflection(data, onDamage);
                return;

            case AffectEffect.Protect:
                this.ShowProtect(data);
                return;

            case AffectEffect.PowerCharge:
                this.ShowPowerCharge(data);
                return;

            case AffectEffect.Destruct:
                this.ShowDestruct(data);
                return;

            case AffectEffect.Paralysis:
                this.ShowParalysis(data);
                return;

            case AffectEffect.Poison:
                this.ShowPoison(data, onDamage);
                return;

            case AffectEffect.Sleep:
                this.ShowSleep(data);
                return;

            case AffectEffect.SkillLock:
                this.ShowSkillLock(data);
                return;

            case AffectEffect.HitRateUp:
                this.ShowHitRateUp(data);
                return;

            case AffectEffect.HitRateDown:
                this.ShowHitRateDown(data);
                return;

            case AffectEffect.InstantDeath:
                this.ShowInstantDeath(data);
                return;

            case AffectEffect.Confusion:
                this.ShowConfusion(data);
                return;

            case AffectEffect.Stun:
                this.ShowStun(data);
                return;

            case AffectEffect.SufferStatusClear:
                this.ShowSufferStatusClear(data);
                return;

            case AffectEffect.SatisfactionRateUp:
                this.ShowSatisfactionRateUp(data);
                return;

            case AffectEffect.SatisfactionRateDown:
                this.ShowSatisfactionRateDown(data);
                return;

            case AffectEffect.ApRevival:
                this.ShowApRevival(data);
                return;

            case AffectEffect.ApUp:
                this.ShowApUp(data);
                return;

            case AffectEffect.ApDown:
                this.ShowApDown(data);
                return;

            case AffectEffect.ApConsumptionUp:
                this.ShowApConsumptionUp(data);
                return;

            case AffectEffect.ApConsumptionDown:
                this.ShowApConsumptionDown(data);
                return;

            case AffectEffect.TurnBarrier:
                this.ShowTurnBarrier(data);
                return;

            case AffectEffect.CountBarrier:
                this.ShowCountBarrier(data);
                return;

            case AffectEffect.Invalid:
                this.ShowInvalid(data);
                return;

            case AffectEffect.Recommand:
                this.ShowRecommand(data);
                return;

            case AffectEffect.DamageRateUp:
                this.ShowDamageRateUp(data);
                return;

            case AffectEffect.DamageRateDown:
                this.ShowDamageRateDown(data);
                return;

            case AffectEffect.Regenerate:
                this.ShowRegenerate(data, onDamage);
                return;

            case AffectEffect.TurnEvasion:
                this.ShowTurnEvasion(data);
                return;

            case AffectEffect.CountEvasion:
                this.ShowCountEvasion(data);
                return;

            case AffectEffect.Escape:
                this.ShowEscape(data);
                return;

            case AffectEffect.ChangeToleranceUp:
                this.ShowAttributeTolerance(data, affectEffectProperty, true);
                return;

            case AffectEffect.ChangeToleranceDown:
                this.ShowAttributeTolerance(data, affectEffectProperty, false);
                return;

            case AffectEffect.ClearTolerance:
                this.ShowClearTolerance(data);
                return;
            }
            NGUITools.SetActiveSelf(base.gameObject, false);
        }
    }
Пример #6
0
 public static bool OnInfluenceToleranceAffectEffect(AffectEffect affectEffect)
 {
     return(affectEffect == AffectEffect.Poison || affectEffect == AffectEffect.Paralysis || affectEffect == AffectEffect.Sleep || affectEffect == AffectEffect.Stun || affectEffect == AffectEffect.SkillLock || affectEffect == AffectEffect.InstantDeath || affectEffect == AffectEffect.Confusion);
 }
Пример #7
0
    private IEnumerator PlayHitAnimation()
    {
        if (!base.stateManager.cameraControl.IsPlaying(this.data.cameraKey))
        {
            foreach (SubStatePlayHitAnimationAction.Data.HitIcon hitIcon in this.data.hitIconList)
            {
                hitIcon.target.CharacterParams.PlayAnimation(CharacterAnimationType.idle, SkillType.Attack, 0, null, null);
            }
            if (this.data.hitIconList.Count == 1)
            {
                base.stateManager.cameraControl.PlayCameraMotionActionCharacter(this.data.cameraKey, this.data.hitIconList[0].target);
            }
            else if (this.data.hitIconList.Count >= 2 && this.data.hitIconList[0].affectEffect != AffectEffect.InstantDeath)
            {
                base.stateManager.cameraControl.PlayCameraMotionActionCharacter(this.data.cameraKey, this.data.hitIconList[0].target);
            }
        }
        List <HitIcon> hitIconList = new List <HitIcon>();

        foreach (SubStatePlayHitAnimationAction.Data.HitIcon hitIcon2 in this.data.hitIconList)
        {
            int     count = hitIconList.Count;
            HitIcon item2 = base.stateManager.uiControl.ApplyShowHitIcon(count, base.stateManager.uiControl.GetFixableCharacterCenterPosition2DFunction(hitIcon2.target), hitIcon2.affectEffect, hitIcon2.damage, hitIcon2.strength, hitIcon2.isMiss, hitIcon2.isCritical, hitIcon2.isDrain, hitIcon2.isCounter, hitIcon2.isReflection, hitIcon2.extraEffectType, hitIcon2.affectEffect != AffectEffect.InstantDeath, this.data.affectEffectProperty);
            hitIconList.Add(item2);
        }
        HitEffectParams[] currentHitEffect = this.GetHitEffectParams();
        base.stateManager.uiControl.HideCharacterHUDFunction();
        base.stateManager.threeDAction.ShowAllCharactersAction(this.data.hitIconList.Select((SubStatePlayHitAnimationAction.Data.HitIcon item) => item.target).ToArray <CharacterStateControl>());
        bool   isPlayedDeathSE = false;
        Action PlayDeadSE      = delegate()
        {
            if (!isPlayedDeathSE)
            {
                this.stateManager.soundPlayer.PlayDeathSE();
            }
            isPlayedDeathSE = true;
        };
        bool isFindDeathCharacter        = false;
        bool isBigBossFindDeathCharacter = false;
        bool isPlayedHitEffectSE         = false;

        for (int i = 0; i < this.data.hitIconList.Count; i++)
        {
            if (this.data.hitIconList[i].target.isDiedJustBefore)
            {
                this.data.hitIconList[i].target.CharacterParams.gameObject.SetActive(false);
            }
            else
            {
                base.stateManager.threeDAction.PlayHitEffectAction(currentHitEffect[i], this.data.hitIconList[i].target);
                if (!isPlayedHitEffectSE)
                {
                    isPlayedHitEffectSE = true;
                    base.stateManager.soundPlayer.TryPlaySE(currentHitEffect[i]);
                }
                bool flag  = AffectEffectProperty.IsDamage(this.data.affectEffectProperty.type);
                bool flag2 = Tolerance.OnInfluenceToleranceAffectEffect(this.data.affectEffectProperty.type);
                bool flag3 = this.data.hitIconList[i].affectEffect == AffectEffect.TurnBarrier || this.data.hitIconList[i].affectEffect == AffectEffect.CountBarrier;
                bool flag4 = this.data.hitIconList[i].affectEffect == AffectEffect.TurnEvasion || this.data.hitIconList[i].affectEffect == AffectEffect.CountEvasion;
                bool flag5 = this.data.hitIconList[i].strength == Strength.Invalid;
                if (!this.data.hitIconList[i].target.isDied)
                {
                    if ((flag || flag2) && (flag3 || flag4 || flag5))
                    {
                        base.stateManager.threeDAction.PlayIdleAnimationActiveCharacterAction(new CharacterStateControl[]
                        {
                            this.data.hitIconList[i].target
                        });
                    }
                    else if (!this.data.hitIconList[i].isMiss)
                    {
                        AffectEffect affectEffect = this.data.hitIconList[i].affectEffect;
                        switch (affectEffect)
                        {
                        case AffectEffect.Damage:
                            goto IL_69A;

                        default:
                            switch (affectEffect)
                            {
                            case AffectEffect.ReferenceTargetHpRate:
                            case AffectEffect.HpBorderlineDamage:
                            case AffectEffect.HpBorderlineSpDamage:
                            case AffectEffect.DefenseThroughDamage:
                            case AffectEffect.SpDefenseThroughDamage:
                            case AffectEffect.RefHpRateNonAttribute:
                                goto IL_69A;

                            case AffectEffect.ApDrain:
                            case AffectEffect.Escape:
                            case AffectEffect.Nothing:
                            case AffectEffect.SkillBranch:
                            case AffectEffect.ChangeToleranceUp:
                                goto IL_881;

                            case AffectEffect.HpSettingFixable:
                            case AffectEffect.HpSettingPercentage:
                                if (this.data.hitIconList[i].damage > 0)
                                {
                                    base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.hit, new CharacterStateControl[]
                                    {
                                        this.data.hitIconList[i].target
                                    });
                                }
                                else
                                {
                                    base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.revival, new CharacterStateControl[]
                                    {
                                        this.data.hitIconList[i].target
                                    });
                                }
                                break;

                            case AffectEffect.ChangeToleranceDown:
                                goto IL_79F;

                            default:
                                goto IL_881;
                            }
                            break;

                        case AffectEffect.AttackDown:
                        case AffectEffect.DefenceDown:
                        case AffectEffect.SpAttackDown:
                        case AffectEffect.SpDefenceDown:
                        case AffectEffect.SpeedDown:
                        case AffectEffect.CorrectionUpReset:
                        case AffectEffect.HateUp:
                        case AffectEffect.Paralysis:
                        case AffectEffect.Poison:
                        case AffectEffect.Sleep:
                        case AffectEffect.SkillLock:
                        case AffectEffect.HitRateDown:
                        case AffectEffect.InstantDeath:
                        case AffectEffect.Confusion:
                        case AffectEffect.Stun:
                        case AffectEffect.SatisfactionRateDown:
                        case AffectEffect.ApDown:
                        case AffectEffect.ApConsumptionUp:
                            goto IL_79F;

                        case AffectEffect.Counter:
                        case AffectEffect.Reflection:
                        case AffectEffect.Destruct:
                            goto IL_881;
                        }
IL_8C1:
                        goto IL_901;
IL_69A:
                        if (this.data.hitIconList[i].strength == Strength.Weak)
                        {
                            base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.strongHit, new CharacterStateControl[]
                            {
                                this.data.hitIconList[i].target
                            });
                        }
                        else if (this.data.hitIconList[i].strength == Strength.Drain)
                        {
                            base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.revival, new CharacterStateControl[]
                            {
                                this.data.hitIconList[i].target
                            });
                        }
                        else
                        {
                            base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.hit, new CharacterStateControl[]
                            {
                                this.data.hitIconList[i].target
                            });
                        }
                        goto IL_8C1;
IL_79F:
                        base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.hit, new CharacterStateControl[]
                        {
                            this.data.hitIconList[i].target
                        });
                        goto IL_8C1;
IL_881:
                        base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.revival, new CharacterStateControl[]
                        {
                            this.data.hitIconList[i].target
                        });
                    }
                    else
                    {
                        base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.guard, new CharacterStateControl[]
                        {
                            this.data.hitIconList[i].target
                        });
                    }
                    IL_901 :;
                }
                else
                {
                    if (base.hierarchyData.batteWaves[base.battleStateData.currentWaveNumber].cameraType == 1 && this.data.hitIconList[i].target.isEnemy)
                    {
                        base.stateManager.threeDAction.PlayAnimationCharacterAction(CharacterAnimationType.strongHit, new CharacterStateControl[]
                        {
                            this.data.hitIconList[i].target
                        });
                        isBigBossFindDeathCharacter = true;
                    }
                    else
                    {
                        base.stateManager.threeDAction.PlayDeadAnimationCharacterAction(PlayDeadSE, this.data.hitIconList[i].target);
                    }
                    isFindDeathCharacter = true;
                }
            }
        }
        base.stateManager.uiControl.ShowCharacterHUDFunction(this.data.hitIconList.Select((SubStatePlayHitAnimationAction.Data.HitIcon item) => item.target).ToArray <CharacterStateControl>());
        IEnumerator slowMotion = null;

        if (base.stateManager.IsLastBattleAndAllDeath())
        {
            if (base.stateManager.battleMode == BattleMode.Multi)
            {
                base.stateManager.uiControlMulti.HideAllDIalog();
            }
            slowMotion = base.stateManager.threeDAction.SlowMotionWaitAction();
        }
        if (isBigBossFindDeathCharacter)
        {
            base.stateManager.uiControl.Fade(Color.white, 1f, 1f);
        }
        float waitSecond = this.data.time;

        if (isFindDeathCharacter)
        {
            waitSecond += 1f;
        }
        while (waitSecond > 0f)
        {
            waitSecond -= Time.deltaTime;
            CharacterStateControl[] targets = this.data.hitIconList.Select((SubStatePlayHitAnimationAction.Data.HitIcon item) => item.target).ToArray <CharacterStateControl>();
            base.stateManager.uiControl.RepositionCharacterHUDPosition(targets);
            if (slowMotion != null)
            {
                slowMotion.MoveNext();
            }
            for (int j = 0; j < this.data.hitIconList.Count; j++)
            {
                Vector3 fixableCharacterCenterPosition2DFunction = base.stateManager.uiControl.GetFixableCharacterCenterPosition2DFunction(this.data.hitIconList[j].target);
                hitIconList[j].HitIconReposition(fixableCharacterCenterPosition2DFunction);
            }
            yield return(null);
        }
        AppCoroutine.Start(this.StopHitAnimation(currentHitEffect), false);
        yield break;
    }
Пример #8
0
 public static bool IsDamage(AffectEffect affectEffect)
 {
     return(affectEffect == AffectEffect.Damage || affectEffect == AffectEffect.ReferenceTargetHpRate || affectEffect == AffectEffect.HpBorderlineDamage || affectEffect == AffectEffect.HpBorderlineSpDamage || affectEffect == AffectEffect.DefenseThroughDamage || affectEffect == AffectEffect.SpDefenseThroughDamage || affectEffect == AffectEffect.RefHpRateNonAttribute);
 }
Пример #9
0
    public SkillResults GetOtherSkillResult(AffectEffectProperty affectEffectProperty, CharacterStateControl attackerCharacter, CharacterStateControl targetCharacter)
    {
        SkillResults skillResults = new SkillResults();

        skillResults.useAffectEffectProperty = affectEffectProperty;
        skillResults.hitIconAffectEffect     = affectEffectProperty.type;
        skillResults.attackCharacter         = attackerCharacter;
        skillResults.targetCharacter         = targetCharacter;
        if (!affectEffectProperty.OnHit(attackerCharacter, targetCharacter))
        {
            skillResults.onMissHit = true;
            return(skillResults);
        }
        skillResults.onMissHit = false;
        AffectEffect type = affectEffectProperty.type;

        switch (type)
        {
        case AffectEffect.CorrectionUpReset:
            this.CorrectionUpReset(targetCharacter);
            break;

        case AffectEffect.CorrectionDownReset:
            this.CorrectionDownReset(targetCharacter);
            break;

        case AffectEffect.HpRevival:
        {
            int num = this.HpRevival(targetCharacter, affectEffectProperty);
            skillResults.attackPower         = num;
            skillResults.originalAttackPower = num;
            break;
        }

        default:
            switch (type)
            {
            case AffectEffect.HpSettingFixable:
            {
                int num2 = this.HpSettingFixable(targetCharacter, affectEffectProperty);
                if (num2 > 0)
                {
                    skillResults.hitIconAffectEffect = AffectEffect.HpRevival;
                }
                else
                {
                    skillResults.hitIconAffectEffect = AffectEffect.Damage;
                }
                num2 = Mathf.Abs(num2);
                skillResults.attackPower         = num2;
                skillResults.originalAttackPower = num2;
                break;
            }

            case AffectEffect.HpSettingPercentage:
            {
                int num3 = this.HpSettingPercentage(targetCharacter, affectEffectProperty);
                if (num3 > 0)
                {
                    skillResults.hitIconAffectEffect = AffectEffect.HpRevival;
                }
                else
                {
                    skillResults.hitIconAffectEffect = AffectEffect.Damage;
                }
                num3 = Mathf.Abs(num3);
                skillResults.attackPower         = num3;
                skillResults.originalAttackPower = num3;
                break;
            }

            case AffectEffect.Escape:
                if (targetCharacter.currentSufferState.FindSufferState(SufferStateProperty.SufferType.Escape))
                {
                    skillResults.onMissHit = true;
                }
                else
                {
                    this.AddSufferStateOthers(targetCharacter, affectEffectProperty);
                }
                break;

            case AffectEffect.Nothing:
                break;

            default:
                if (type != AffectEffect.ApUp)
                {
                    if (type != AffectEffect.ApDown)
                    {
                        if (type != AffectEffect.SufferStatusClear)
                        {
                            if (type != AffectEffect.Recommand)
                            {
                                this.AddSufferStateOthers(targetCharacter, affectEffectProperty);
                            }
                            else
                            {
                                targetCharacter.isRecommand = true;
                            }
                        }
                        else
                        {
                            this.SufferStatusClear(targetCharacter, affectEffectProperty);
                        }
                    }
                    else
                    {
                        this.ApDown(targetCharacter, affectEffectProperty);
                    }
                }
                else
                {
                    this.ApUp(targetCharacter, affectEffectProperty);
                }
                break;

            case AffectEffect.ClearTolerance:
                this.ClearTolerance(targetCharacter, affectEffectProperty);
                break;
            }
            break;

        case AffectEffect.HateUp:
            this.HateUp(targetCharacter, affectEffectProperty);
            break;

        case AffectEffect.HateDown:
            this.HateDown(targetCharacter, affectEffectProperty);
            break;
        }
        return(skillResults);
    }
Пример #10
0
    public Sprite GetAffectEffectIcon(AffectEffect auxiliaryEffect)
    {
        switch (auxiliaryEffect)
        {
        case AffectEffect.AttackUp:
            return(this.auxiliaryEffectIcons[0]);

        case AffectEffect.AttackDown:
            return(this.auxiliaryEffectIcons[1]);

        case AffectEffect.DefenceUp:
            return(this.auxiliaryEffectIcons[2]);

        case AffectEffect.DefenceDown:
            return(this.auxiliaryEffectIcons[3]);

        case AffectEffect.SpAttackUp:
            return(this.auxiliaryEffectIcons[4]);

        case AffectEffect.SpAttackDown:
            return(this.auxiliaryEffectIcons[5]);

        case AffectEffect.SpDefenceUp:
            return(this.auxiliaryEffectIcons[6]);

        case AffectEffect.SpDefenceDown:
            return(this.auxiliaryEffectIcons[7]);

        case AffectEffect.SpeedUp:
            return(this.auxiliaryEffectIcons[8]);

        case AffectEffect.SpeedDown:
            return(this.auxiliaryEffectIcons[10]);

        case AffectEffect.CorrectionUpReset:
            return(this.auxiliaryEffectIcons[11]);

        case AffectEffect.CorrectionDownReset:
            return(this.auxiliaryEffectIcons[12]);

        case AffectEffect.HpRevival:
            return(this.auxiliaryEffectIcons[13]);

        case AffectEffect.Counter:
            return(this.auxiliaryEffectIcons[14]);

        case AffectEffect.Reflection:
            return(this.auxiliaryEffectIcons[15]);

        case AffectEffect.Protect:
            return(this.auxiliaryEffectIcons[16]);

        case AffectEffect.HateUp:
            return(this.auxiliaryEffectIcons[17]);

        case AffectEffect.HateDown:
            return(this.auxiliaryEffectIcons[18]);

        case AffectEffect.PowerCharge:
            return(this.auxiliaryEffectIcons[19]);

        case AffectEffect.Destruct:
            return(this.auxiliaryEffectIcons[20]);

        case AffectEffect.Paralysis:
            return(this.auxiliaryEffectIcons[21]);

        case AffectEffect.Poison:
            return(this.auxiliaryEffectIcons[22]);

        case AffectEffect.Sleep:
            return(this.auxiliaryEffectIcons[24]);

        case AffectEffect.SkillLock:
            return(this.auxiliaryEffectIcons[25]);

        case AffectEffect.HitRateUp:
            return(this.auxiliaryEffectIcons[26]);

        case AffectEffect.HitRateDown:
            return(this.auxiliaryEffectIcons[27]);

        case AffectEffect.InstantDeath:
            return(this.auxiliaryEffectIcons[28]);

        case AffectEffect.Confusion:
            return(this.auxiliaryEffectIcons[29]);

        case AffectEffect.Stun:
            return(this.auxiliaryEffectIcons[30]);

        case AffectEffect.SatisfactionRateUp:
            return(this.auxiliaryEffectIcons[9]);

        case AffectEffect.SatisfactionRateDown:
            return(this.auxiliaryEffectIcons[31]);
        }
        return(null);
    }
 private static int CompareToleranceAffectEffectBase(CharacterStateControl x, CharacterStateControl y, AffectEffect affectEffect)
 {
     return(CharacterStateControlSorter.CompareToleranceBase(x.tolerance.GetAffectEffectStrength(affectEffect), y.tolerance.GetAffectEffectStrength(affectEffect)));
 }