/// <summary> /// Gets the skill interaction for the given <see cref="HitAttributes"/> value. /// </summary> /// <param name="hitAttribute">The HitAttributes value to get the skill interaction for.</param> /// <returns>Returns an <see cref="Effectiveness"/> value dependent on the interaction with the HitAttributes value.</returns> public Effectiveness GetSkillInteraction(HitAttributes hitAttribute) { return(skillInteractions[hitAttribute]); }
/// <summary> /// Removes a given skill interaction from the unit. /// </summary> /// <param name="hitAttribute">The <see cref="HitAttributes"/> value to be removed.</param> public void RemoveSkillInteraction(HitAttributes hitAttribute) { skillInteractions.Remove(hitAttribute); }
/// <summary> /// Adds a skill interaction to a unit. /// </summary> /// <param name="hitAttribute">The <see cref="HitAttributes"/> value to be added.</param> /// <param name="effectiveness">The <see cref="Effectiveness"/> value attributed to the HitAttribute value.</param> public void AddSkillInteraction(HitAttributes hitAttribute, Effectiveness effectiveness) { skillInteractions.Add(hitAttribute, effectiveness); }
/// <summary> /// Checks if the unit has an interaction with the given <see cref="HitAttributes"/> value. /// </summary> /// <param name="hitAttribute">The HitAttributes value to check.</param> /// <returns>Returns true if a skill interaction exists with the HitAttributes value, and false otherwise.</returns> public bool SearchSkillInteractions(HitAttributes hitAttribute) { return(skillInteractions.ContainsKey(hitAttribute)); }
/// <summary> /// Checks if the hit possesses a given <see cref="HitAttributes"/> value. /// </summary> /// <param name="attribute">HitAttributes value to check for.</param> /// <returns>True if the hit possesses the value, and false otherwise.</returns> public bool CheckAttribute(HitAttributes attribute) { return(attributes[(int)attribute]); }