private static BattlerActionAnim ParseAnim(string animStr) { BattlerActionAnim a = BattlerActionAnim.None; switch (animStr) { case "None": break; case "Hit": a = BattlerActionAnim.Hit; break; case "Cast": a = BattlerActionAnim.Cast; break; case "PhysBuff": a = BattlerActionAnim.PhysBuff; break; default: throw new System.NotSupportedException("BattlerActionData entry has a bad anim type: " + animStr); } return(a); }
IEnumerator <float> _PlayAnim(BattlerActionAnim anim) { if (anim != BattlerActionAnim.None) { _processing = true; yield return(Timing.WaitUntilDone(animsPlayer.StartCutscene((int)anim))); _processing = false; } for (int i = 0; i < overseer.allBattlers.Length; i++) { if (overseer.allBattlers[i] != null) { overseer.allBattlers[i].puppet.Respond(); } } }
private BattlerActionData(int index, string line) { actionID = (BattlerAction)index; string[] terms = line.Split(','); name = terms[0]; cooldownTurns = int.Parse(terms[1]); effectPower = int.Parse(terms[2]); interruptType = ParseInterruptType(terms[3]); anim = ParseAnim(terms[4]); target = ParseTarget(terms[5]); baseDamage = int.Parse(terms[6]); numberOfSubtargets = int.Parse(terms[7]); flags = ParseListOfFlags(terms); if ((flags & BattlerActionEffectFlags.Healing) == BattlerActionEffectFlags.Healing) { baseDamage = baseDamage * -1; } }