示例#1
0
        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;
            }
        }
示例#2
0
        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++;
                }
            }
        }