// 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 EffectDatabase.StatusBTLEff.BattleSE GetEffectNew(BattleSEType effectType) { for (int i = 0; i < effectsNew.Count; i++) { if (effectsNew[i].effectType == effectType) { return(effectsNew[i]); } } return(null); }
public BattleCEff GetEffect(BattleSEType effectType) { for (int i = 0; i < effects.Count; i++) { if (effects[i].effectType == effectType) { return(effects[i]); } } return(null); }
public List <EffectDatabase.StatusBTLEff.BattleSE> GetEffectsNew(BattleSEType effectType) { List <EffectDatabase.StatusBTLEff.BattleSE> effects = new List <EffectDatabase.StatusBTLEff.BattleSE>(); for (int i = 0; i < effectsNew.Count; i++) { if (effectsNew[i].effectType == effectType) { effects.Add(effectsNew[i]); } } return(effects); }
public List <BattleCEff> GetEffects(BattleSEType effectType) { List <BattleCEff> effects = new List <BattleCEff>(); for (int i = 0; i < this.effects.Count; i++) { if (this.effects[i].effectType == effectType) { effects.Add(this.effects[i]); } } return(effects); }