// Constructor public BattleCEff( BattleSEType effectType, BattleSETiming effectTiming = BattleSETiming.Unique, bool[] boolParams = null, float[] floatParams = null, string[] stringParams = null ) : base(boolParams, floatParams, stringParams) { this.effectType = effectType; this.effectTiming = effectTiming; }
public List <EffectDatabase.StatusBTLEff.BattleSE> GetEffectsNewFiltered(BattleSETiming timing) { List <EffectDatabase.StatusBTLEff.BattleSE> effects = new List <EffectDatabase.StatusBTLEff.BattleSE>(); for (int i = 0; i < effectsNew.Count; i++) { if (effectsNew[i].timing == timing) { effects.Add(effectsNew[i]); } } return(effects); }
public List <BattleCEff> GetEffectsFiltered(BattleSETiming timing) { List <BattleCEff> effects = new List <BattleCEff>(); for (int i = 0; i < this.effects.Count; i++) { if (this.effects[i].effectTiming == timing || this.effects[i].effectTiming == BattleSETiming.Any) { effects.Add(this.effects[i]); } } return(effects); }