//==================================================================================================== // Used as an initializer later when we want different types of talisman //==================================================================================================== public void Create(Charms.TalismanType type, bool top, float topY, float bottomY) { this.atTheTop = top; this.TALISMAN_TOP_Y = topY; this.TALISMAN_BOTTOM_Y = bottomY; this.SPEED = 0.4f; TALISMAN_TYPE = type; GameObject taliModel = this.gameObject.transform.GetChild(0).gameObject; taliModel.transform.localPosition = new Vector3(1f, -1f, 0); switch (type) { case Charms.TalismanType.BLUE: taliModel.renderer.material = BLUE; break; case Charms.TalismanType.RED: taliModel.renderer.material = RED; break; case Charms.TalismanType.DIAMOND: taliModel.renderer.material= DIAMOND; break; case Charms.TalismanType.GREEN: taliModel.renderer.material = GREEN; break; case Charms.TalismanType.GOLD: taliModel.renderer.material = GOLD; break; default: taliModel.renderer.material = GOLD; break; }; }
public void GainCharm(Charm charm) { int index = Charms.FindIndex((c) => (charm.ToString() == c.ToString())); if (index == -1) // If player does not yet have the charm { this.Charms.Add(charm); } else // Charm exists { this.Charms[index].AmountOwned += charm.AmountOwned; } }
internal SResetCharmStatus(TeraMessageReader reader) : base(reader) { var count = reader.ReadUInt16(); var offset = reader.ReadUInt16(); TargetId = reader.ReadEntityId(); for (var i = 1; i <= count; i++) { reader.Skip(2); // offset pointer reader.Skip(2); // next member offset var charmId = reader.ReadUInt32(); var duration = reader.ReadUInt32(); var status = reader.ReadByte(); Charms.Add(new CharmStatus { Status = status, CharmId = charmId, Duration = duration }); } ; //Debug.WriteLine($"target:{BitConverter.ToString(BitConverter.GetBytes(TargetId.Id))}, Charms:"); //foreach (CharmStatus charm in Charms) //{ // Debug.WriteLine($"charmid:{charm.CharmId} duration: {charm.Duration} Status: {charm.Status}"); //} }
public void SetType(Charms.TalismanType t) { TALISMAN_TYPE = t; }