Пример #1
0
        public void OnAttach(unit_control_script unit)
        {
            for (int i = 0; i < types.Length; i++)
            {
                //add each attribute to the player
                switch (types[i])
                {
                case AttributeType.Agility:
                    unit.AddAgility(values[i]);
                    break;

                case AttributeType.Strength:
                    unit.AddStrength(values[i]);
                    break;

                case AttributeType.Int:
                    unit.AddInt(values[i]);
                    break;

                case AttributeType.Damage:
                    unit.AddDamage(values[i]);
                    break;

                case AttributeType.Armor:
                    unit.AddArmor(values[i]);
                    break;

                case AttributeType.Attack_Range:
                    unit.AddAttackRange(values[i]);
                    break;

                case AttributeType.Attack_Speed:
                    unit.AddAttackSpeed(values[i]);
                    break;

                case AttributeType.CastSpeed_Reduction:
                    unit.AddCastSpeedReduction(values[i]);
                    break;

                case AttributeType.Cast_Range:
                    unit.AddCastRange(values[i]);
                    break;

                case AttributeType.Cleave:
                    unit.AddCleave(values[i]);
                    break;

                case AttributeType.Cooldown_Reduction:
                    unit.AddCooldownReduction(values[i]);
                    break;

                case AttributeType.Crit_Chance:
                    unit.AddCritChance(values[i]);
                    break;

                case AttributeType.Crit_Damage:
                    unit.AddCritDamage(values[i]);
                    break;

                case AttributeType.Hp:
                    unit.AddMaxHp(values[i]);
                    break;

                case AttributeType.Hp_Regen:
                    unit.AddHpRegen(values[i]);
                    break;

                case AttributeType.Magice_Resistance:
                    unit.AddMagicResistance(values[i]);
                    break;

                case AttributeType.Mana:
                    unit.AddMaxMana(values[i]);
                    break;

                case AttributeType.Mana_Regen:
                    unit.AddManaRegen(values[i]);
                    break;

                case AttributeType.Pure_Damage:
                    unit.AddPureDamage(values[i]);
                    break;

                case AttributeType.SpellAmp:
                    unit.AddSpellAmp(values[i]);
                    break;

                case AttributeType.LifeSteal:
                    unit.AddLifeSteal(values[i]);
                    break;

                case AttributeType.SpellLifeSteal:
                    unit.AddSpellLifeSteal(values[i]);
                    break;

                case AttributeType.Splash:
                    unit.AddSplash(values[i]);
                    break;

                case AttributeType.Status_Resist:
                    unit.AddStatusResist(values[i]);
                    break;
                }
            }
        }