/// <summary> /// /// </summary> /// <param name="fightType"></param> /// <param name="state"></param> /// <param name="character"></param> public void ExecuteFightActions(FightTypeEnum fightType, FightStateEnum state, CharacterEntity character) { foreach (var fightAction in m_fightActions.Where(faction => faction.Fight == fightType && faction.State == state)) { if (ConditionParser.Instance.Check(fightAction.Conditions, character)) { foreach (var action in fightAction.ActionsList) { ActionEffectManager.Instance.ApplyEffect(character, action.Effect, action.Parameters); } } } }
/// <summary> /// /// </summary> /// <param name="fightType"></param> /// <param name="state"></param> /// <param name="character"></param> public void ExecuteFightActions(FightTypeEnum fightType, FightStateEnum state, CharacterEntity character) { foreach(var fightAction in m_fightActions.Where(faction => faction.Fight == fightType && faction.State == state)) { if (ConditionParser.Instance.Check(fightAction.Conditions, character)) { foreach (var action in fightAction.ActionsList) { ActionEffectManager.Instance.ApplyEffect(character, action.Effect, action.Parameters); } } } }