private void Effect(CommandTag commandTag) { SkillTypeTag skillType = skillManager.GetSkillTypeTag(commandTag); if (!printEffect.Contains(skillType)) { return; } SkillNameTag skillName = skillManager.GetSkillNameTag(commandTag); Dictionary <SkillComponentTag, EffectData> compInt = skillManager.GetSkillEffect(skillName); SkillComponentTag[] sortedComp = SortComponents(skillType, compInt); string comp; string effect; SkillComponentTag current; for (int i = 0; i < sortedComp.Length; i++) { current = sortedComp[i]; comp = skillManager.GetSkillComponentName(current); effect = skillManager.GetSkillEffectName(current, compInt[current]); SearchText(uiCurseText[i]).text = comp; SearchText(uiCurseData[i]).text = effect; } }
private void SkillFlawEffect(SwitchGameModeEventArgs e) { SkillNameTag skillName = skillManager.GetSkillNameTag(e.CommandTag); Dictionary <SkillComponentTag, EffectData> compInt = skillManager.GetSkillEffect(skillName); int index = 0; Text uiText; Text uiData; string effectName; string effectData; foreach (SkillComponentTag sct in orderedFlawEffect) { if (compInt.ContainsKey(sct)) { uiText = SearchText(orderedUIText[index]); uiData = SearchText(orderedUIData[index]); effectName = skillManager.GetSkillComponentName(sct); effectData = skillManager.GetSkillEffectName(sct, compInt[sct]); uiText.text = effectName; uiData.text = effectData; index++; } } }
private void PCStatus() { int index = 0; foreach (SkillComponentTag sct in orderedComponents) { if (actorStatus.HasStatus(sct, out EffectData effectData)) { SearchText(orderedStatusName[index]).text = skillManager.GetSkillComponentName(sct); SearchText(orderedStatusData[index]).text = skillManager.GetSkillEffectName(sct, effectData); index++; } } }