public Ability Clone() { Ability ab = new Ability(); ab.ID = ID; ab.name = name; ab.icon = icon; ab.cost = cost; ab.cooldown = cooldown; ab.currentCD = currentCD; ab.requireTargetSelection = requireTargetSelection; ab.effectObj = effectObj; ab.maxUseCount = maxUseCount; ab.usedCount = usedCount; ab.indicator = indicator; ab.autoScaleIndicator = autoScaleIndicator; ab.useDefaultEffect = useDefaultEffect; for (int i = 0; i < effectList.Count; i++) { ab.effectList.Add(effectList[i].Clone()); } ab.effect = effect.Clone(); ab.aoeRadius = aoeRadius; ab.effectDelay = effectDelay; ab.useCustomDesp = useCustomDesp; ab.desp = desp; return(ab); }
public Perk Clone() { Perk perk = new Perk(); perk.ID = ID; perk.name = name; perk.icon = icon; perk.iconUnavailable = iconUnavailable; perk.repeatable = repeatable; perk.purchased = purchased; perk.purchasedCount = purchasedCount; perk.type = type; //perk.cost=cost; perk.cost = new List <int>(cost); perk.minLevel = minLevel; perk.minWave = minWave; perk.minPerkPoint = minPerkPoint; //perk.prereq=prereq; perk.prereq = new List <int>(prereq); //perk.itemIDList=itemIDList; perk.itemIDList = new List <int>(itemIDList); perk.itemID = itemID; perk.value = value; perk.valueAlt = valueAlt; //perk.valueRscList=valueRscList; perk.valueRscList = new List <float>(valueRscList); perk.stats = stats.Clone(); perk.effects = effects.Clone(); perk.HP = HP; perk.HPRegen = HPRegen; perk.HPStagger = HPStagger; perk.shield = shield; perk.shieldRegen = shieldRegen; perk.shieldStagger = shieldStagger; perk.buildCost = buildCost; perk.upgradeCost = upgradeCost; perk.abCost = abCost; perk.abCooldown = abCooldown; perk.abAOERadius = abAOERadius; perk.desp = desp; return(perk); }
public PerkLevel Clone() { PerkLevel perk = new PerkLevel(); perk.cost = cost; perk.value = value; perk.valueAlt = valueAlt; perk.valueRsc = valueRsc; perk.stats = stats.Clone(); perk.effects = effects.Clone(); perk.HP = HP; perk.buildCost = buildCost; perk.upgradeCost = upgradeCost; perk.abCost = abCost; perk.abCooldown = abCooldown; perk.abAOERadius = abAOERadius; perk.desp = desp; return(perk); }
public Ability Clone() { Ability ab = new Ability(); ab.ID = ID; ab.name = name; ab.icon = icon; ab.disableInAbilityManager = disableInAbilityManager; ab.cost = cost; ab.cooldown = cooldown; ab.currentCD = currentCD; ab.requireTargetSelection = requireTargetSelection; ab.singleUnitTargeting = singleUnitTargeting; ab.targetType = targetType; ab.maxUseCount = maxUseCount; ab.usedCount = usedCount; ab.usedRemained = usedRemained; ab.useDefaultEffect = useDefaultEffect; ab.effect = effect.Clone(); ab.aoeRadius = aoeRadius; ab.effectDelay = effectDelay; ab.indicator = indicator; ab.effectObj = effectObj; ab.destroyEffectObj = destroyEffectObj; ab.destroyEffectDuration = destroyEffectDuration; ab.useCustomDesp = useCustomDesp; ab.desp = desp; return(ab); }