public LeaderSkillStatus() { float[] array = new float[2]; array[0] = 1f; this._floatValue = array; this._isHaving = true; base..ctor(); this._name = string.Empty; this._description = string.Empty; this._type = LeaderSkillType.HpFollowingDamageUp; this._floatValue[0] = 0f; this._floatValue[1] = 0f; this._addTolerances = null; this._isHaving = true; }
public LeaderSkillStatus(string leaderSkillId, string name, string description, LeaderSkillType type, float hpFollowingPercent, float upPercent, Tolerance tolerance) { float[] array = new float[2]; array[0] = 1f; this._floatValue = array; this._isHaving = true; base..ctor(); this._leaderSkillId = leaderSkillId; this._name = name; this._description = description; this._type = type; this._floatValue[0] = Mathf.Clamp01(hpFollowingPercent); this._floatValue[1] = Mathf.Clamp01(upPercent); this._addTolerances = this.addTolerances; this._isHaving = (name != null); }
public static bool GetOnHpFollowingLeaderSkill(LeaderSkillType value) { return(value == LeaderSkillType.HpFollowingDamageUp || value == LeaderSkillType.HpFollowingAttackUp || value == LeaderSkillType.HpFollowingDefenceUp || value == LeaderSkillType.HpFollowingSpecialAttackUp || value == LeaderSkillType.HpFollowingSpecialDefenceUp || value == LeaderSkillType.HpFollowingSpeedUp || value == LeaderSkillType.HpFollowingHitRateUp || value == LeaderSkillType.HpFollowingSatisfactionRateUp); }
public static GameWebAPI.RespDataMA_GetSkillDetailM.SkillDetailM Convert(List <GameWebAPI.RespDataMA_GetSkillDetailM.ReceiveSkillDetailM> subSkillDetails) { GameWebAPI.RespDataMA_GetSkillDetailM.SkillDetailM result = null; LeaderSkillType leaderSkillType = (LeaderSkillType)subSkillDetails[0].effectType.ToInt32(); switch (leaderSkillType) { case LeaderSkillType.HpFollowingDamageUp: case LeaderSkillType.HpFollowingAttackUp: case LeaderSkillType.HpFollowingDefenceUp: case LeaderSkillType.HpFollowingSpecialAttackUp: case LeaderSkillType.HpFollowingSpecialDefenceUp: case LeaderSkillType.HpFollowingSpeedUp: case LeaderSkillType.HpFollowingHitRateUp: case LeaderSkillType.HpFollowingSatisfactionRateUp: result = LeaderSkillConverter.ConvertToHpFollowing(subSkillDetails.ToArray()); break; case LeaderSkillType.HpMaxDamageUp: case LeaderSkillType.HpMaxAttackUp: case LeaderSkillType.HpMaxDefenceUp: case LeaderSkillType.HpMaxSpecialAttackUp: case LeaderSkillType.HpMaxSpecialDefenceUp: case LeaderSkillType.HpMaxSpeedUp: case LeaderSkillType.HpMaxHitRateUp: case LeaderSkillType.HpMaxMachSatisfactionRateUp: result = LeaderSkillConverter.ConvertToHpMax(subSkillDetails.ToArray()); break; case LeaderSkillType.SpeciesMachDamageUp: case LeaderSkillType.SpeciesMachHpUp: case LeaderSkillType.SpeciesMachAttackUp: case LeaderSkillType.SpeciesMachDefenceUp: case LeaderSkillType.SpeciesMachSpecialAttackUp: case LeaderSkillType.SpeciesMachSpecialDefenceUp: case LeaderSkillType.SpeciesMachSpeedUp: case LeaderSkillType.SpeciesMachHitRateUp: case LeaderSkillType.SpeciesMachSatisfactionRateUp: result = LeaderSkillConverter.ConvertToSpeciesMach(subSkillDetails.ToArray()); break; case LeaderSkillType.DamageUp: case LeaderSkillType.HpUp: case LeaderSkillType.AttackUp: case LeaderSkillType.DefenceUp: case LeaderSkillType.SpecialAttackUp: case LeaderSkillType.SpecialDefenceUp: case LeaderSkillType.SpeedUp: case LeaderSkillType.HitRateUp: case LeaderSkillType.SatisfactionRateUp: result = LeaderSkillConverter.ConvertToUp(subSkillDetails.ToArray()); break; case LeaderSkillType.ToleranceUp: result = LeaderSkillConverter.ConvertToToleranceUp(subSkillDetails.ToArray()); break; default: UnityEngine.Debug.LogError("Not LeaderSkillType " + leaderSkillType); break; } return(result); }