public EffectValue(RelicsEffect relicseffect) { name = relicseffect.name; relicseffects = new List <RelicsEffect>(); relicseffects.Add(relicseffect); }
public Relics(string relicsnum, string name, string explain, Sprite sprite, RelicsEffect relicseffect) { int temp; int.TryParse(relicsnum, out temp); this.relicsnum = temp; this.name = name; this.explain = explain; this.sprite = sprite; this.relicseffect = relicseffect; }
public void EffectValuesReset() { effects.Clear(); for (int i = 0; i < player.Relics.Count; i++) { for (int j = 0; j < effects.Count; j++) { if (player.Relics[i].relicseffect.name == effects[j].name) { RelicsEffect temp = effects[j].FindRelicsEffect(player.Relics[i].name); //if (temp != null) //{ // temp.value += player.Relics[i].relicseffect.value; // temp.percent += player.Relics[i].relicseffect.percent; //} //else //{ // temp = new RelicsEffect(player.Relics[i].relicseffect.relicsname, player.Relics[i].relicseffect.name, player.Relics[i].relicseffect.value, player.Relics[i].relicseffect.percent); // effects[j].relicseffects.Add(temp); //} if (temp == null) { effects[j].relicseffects.Add(player.Relics[i].relicseffect); } break; } if (j == effects.Count - 1) { effects.Add(new EffectValue(player.Relics[i].relicseffect)); } } if (0 == effects.Count) { effects.Add(new EffectValue(player.Relics[i].relicseffect)); } } }