Пример #1
0
        /// <summary>
        /// Applique les passifs de l'équipement passif passé en paramètre.
        /// </summary>
        public void ApplyPassives(EquipmentType equip)
        {
            StateAlterationSource src;
            PassiveEquipment      passiveEquip;

            switch (equip)
            {
            case EquipmentType.Armor:
                src = StateAlterationSource.Armor; passiveEquip = m_armor; break;

            case EquipmentType.Boots:
                src = StateAlterationSource.Boots; passiveEquip = m_boots; break;

            /*case EquipmentType.Amulet:
             *  src = StateAlterationSource.Amulet; passiveEquip = m_amulet; break;*/
            default:
                throw new NotImplementedException();
            }

            StateAlterations.EndAlterations(src);
            if (passiveEquip != null)
            {
                foreach (StateAlterationModel model in passiveEquip.GetPassives())
                {
                    model.BaseDuration = StateAlteration.DURATION_INFINITY;
                    AddAlteration(new StateAlteration("equip-passive-" + equip.ToString(),
                                                      this,
                                                      model,
                                                      new StateAlterationParameters(), src), false);
                }
            }
        }
Пример #2
0
 /// <summary>
 /// Applique les passifs des armes.
 /// </summary>
 public void ApplyWeaponPassives()
 {
     StateAlterations.EndAlterations(StateAlterationSource.Weapon);
     if (m_weapon != null)
     {
         foreach (StateAlterationModel model in m_weapon.GetPassives())
         {
             model.BaseDuration = StateAlteration.DURATION_INFINITY;
             AddAlteration(new StateAlteration("weapon-passive",
                                               this,
                                               model,
                                               new StateAlterationParameters(),
                                               StateAlterationSource.Weapon), false);
         }
     }
 }