public static int get_EquipmentInfo(IntPtr l) { int result; try { BattleActorEquipment battleActorEquipment = (BattleActorEquipment)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushValue(l, battleActorEquipment.EquipmentInfo); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int constructor(IntPtr l) { int result; try { BattleActorEquipment o = new BattleActorEquipment(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, o); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int GetActiveSkillId(IntPtr l) { int result; try { BattleActorEquipment battleActorEquipment = (BattleActorEquipment)LuaObject.checkSelf(l); int activeSkillId = battleActorEquipment.GetActiveSkillId(); LuaObject.pushValue(l, true); LuaObject.pushValue(l, activeSkillId); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_EquipmentInfo(IntPtr l) { int result; try { BattleActorEquipment battleActorEquipment = (BattleActorEquipment)LuaObject.checkSelf(l); ConfigDataEquipmentInfo equipmentInfo; LuaObject.checkType <ConfigDataEquipmentInfo>(l, 2, out equipmentInfo); battleActorEquipment.EquipmentInfo = equipmentInfo; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_EnchantProperties(IntPtr l) { int result; try { BattleActorEquipment battleActorEquipment = (BattleActorEquipment)LuaObject.checkSelf(l); CommonBattleProperty[] enchantProperties; LuaObject.checkArray <CommonBattleProperty>(l, 2, out enchantProperties); battleActorEquipment.EnchantProperties = enchantProperties; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_Level(IntPtr l) { int result; try { BattleActorEquipment battleActorEquipment = (BattleActorEquipment)LuaObject.checkSelf(l); int level; LuaObject.checkType(l, 2, out level); battleActorEquipment.Level = level; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
// Token: 0x06003B16 RID: 15126 RVA: 0x0010D864 File Offset: 0x0010BA64 public static BattleActorSetup CreateBattleActorSetupFromBattleHero(IConfigDataLoader configDataLoader, BattleHero hero, int level = 0, int behaviorId = -1, int groupId = 0) { BattleActorSetup battleActorSetup = new BattleActorSetup(); battleActorSetup.HeroInfo = configDataLoader.GetConfigDataHeroInfo(hero.HeroId); battleActorSetup.JobConnectionInfo = configDataLoader.GetConfigDataJobConnectionInfo(hero.ActiveHeroJobRelatedId); battleActorSetup.SoldierInfo = configDataLoader.GetConfigDataSoldierInfo(hero.SelectedSoldierId); battleActorSetup.HeroStar = hero.StarLevel; battleActorSetup.JobLevel = hero.GetJob(hero.ActiveHeroJobRelatedId).JobLevel; battleActorSetup.SoldierCount = configDataLoader.Const_SoldierCountMax; battleActorSetup.ActionValue = hero.ActionValue; battleActorSetup.BehaviorId = behaviorId; battleActorSetup.GroupId = groupId; battleActorSetup.PlayerIndex = -1; if (level > 0) { battleActorSetup.HeroLevel = level; } else { battleActorSetup.HeroLevel = hero.Level; } if (hero.SelectedSkillList.Count > 0) { List <ConfigDataSkillInfo> list = new List <ConfigDataSkillInfo>(); foreach (int key in hero.SelectedSkillList) { ConfigDataSkillInfo configDataSkillInfo = configDataLoader.GetConfigDataSkillInfo(key); if (configDataSkillInfo != null) { list.Add(configDataSkillInfo); } } if (list.Count > 0) { battleActorSetup.SkillInfos = list.ToArray(); } } if (hero.Jobs.Count > 0) { List <ConfigDataJobInfo> list2 = new List <ConfigDataJobInfo>(); foreach (BattleHeroJob battleHeroJob in hero.Jobs) { ConfigDataJobConnectionInfo configDataJobConnectionInfo = configDataLoader.GetConfigDataJobConnectionInfo(battleHeroJob.JobRelatedId); if (configDataJobConnectionInfo.IsJobLevelMax(battleHeroJob.JobLevel)) { list2.Add(configDataJobConnectionInfo.m_jobInfo); } } if (list2.Count > 0) { battleActorSetup.MasterJobInfos = list2.ToArray(); } } if (hero.Fetters.Count > 0) { List <ConfigDataSkillInfo> list3 = new List <ConfigDataSkillInfo>(); foreach (KeyValuePair <int, int> keyValuePair in hero.Fetters) { ConfigDataHeroFetterInfo configDataHeroFetterInfo = configDataLoader.GetConfigDataHeroFetterInfo(keyValuePair.Key); if (configDataHeroFetterInfo != null) { int num = keyValuePair.Value - 1; if (num < configDataHeroFetterInfo.GotSkills_ID.Count) { ConfigDataSkillInfo configDataSkillInfo2 = configDataLoader.GetConfigDataSkillInfo(configDataHeroFetterInfo.GotSkills_ID[num]); if (configDataSkillInfo2 != null) { list3.Add(configDataSkillInfo2); } } } } if (list3.Count > 0) { battleActorSetup.FetterSkillInfos = list3.ToArray(); } } if (hero.Equipments.Count > 0) { List <BattleActorEquipment> list4 = new List <BattleActorEquipment>(); foreach (BattleHeroEquipment battleHeroEquipment in hero.Equipments) { ConfigDataEquipmentInfo configDataEquipmentInfo = configDataLoader.GetConfigDataEquipmentInfo(battleHeroEquipment.Id); if (configDataEquipmentInfo != null) { BattleActorEquipment battleActorEquipment = new BattleActorEquipment(); battleActorEquipment.EquipmentInfo = configDataEquipmentInfo; battleActorEquipment.Level = battleHeroEquipment.Level; if (battleHeroEquipment.EnchantProperties.Count > 0) { battleActorEquipment.EnchantProperties = new CommonBattleProperty[battleHeroEquipment.EnchantProperties.Count]; for (int i = 0; i < battleHeroEquipment.EnchantProperties.Count; i++) { battleActorEquipment.EnchantProperties[i] = battleHeroEquipment.EnchantProperties[i]; } } list4.Add(battleActorEquipment); } } if (list4.Count > 0) { battleActorSetup.Equipments = list4.ToArray(); } List <ConfigDataSkillInfo> equipmentResonanceSkillInfos = BattleUtility.GetEquipmentResonanceSkillInfos(configDataLoader, hero.Equipments); if (equipmentResonanceSkillInfos.Count > 0) { battleActorSetup.ResonanceSkillInfos = equipmentResonanceSkillInfos.ToArray(); } } battleActorSetup.HeroCharImageSkinResourceInfo = hero.GetHeroCharImageSkinResourceInfo(configDataLoader); battleActorSetup.HeroModelSkinResourceInfo = hero.GetHeroActiveJobModelSkinResourceInfo(configDataLoader); battleActorSetup.SoldierModelSkinResourceInfo = hero.GetSelectedSoldierModelSkinResourceInfo(configDataLoader); return(battleActorSetup); }