public CharacterStateControl(CharacterStatus status, Tolerance tolerance, CharacterDatas datas, SkillStatus[] skillStatuses, LeaderSkillStatus leaderCharacterLeaderSkill, CharacterDatas leaderCharacterData, LeaderSkillStatus myLeaderSkill = null, bool isEnemy = false) { this._sharedStatus = SharedStatus.GetEmptyStatus(); this._characterStatus = status; this._characterDatas = datas; this._tolerance = tolerance; this._skillStatus = skillStatuses; this._isEnemy = isEnemy; if (myLeaderSkill == null) { this._leaderSkillStatus = LeaderSkillStatus.GetUnHavingLeaderSkill(); } else { this._leaderSkillStatus = myLeaderSkill; } this._leaderSkillResult = new LeaderSkillResult(this, leaderCharacterLeaderSkill, leaderCharacterData); this.StatusInitialize(); if (status.GetType() == typeof(EnemyStatus)) { this.enemyAi = this.enemyStatus.enemyAiPattern; } this.CheckEffectiveBonus(); }
public static bool Match(CharacterStatus characterStatus) { return(characterStatus.GetType() == typeof(PlayerStatus)); }