private bool _SetStatusIcon(STATUS_TYPE type, int index, bool isFieldBuff) { //IL_0048: Unknown result type (might be due to invalid IL or missing references) //IL_006d: Unknown result type (might be due to invalid IL or missing references) string iconSpriteNameByStatusType = GetIconSpriteNameByStatusType(type); if (statusIcons[index].icon.atlas.GetSprite(iconSpriteNameByStatusType) == null) { return(false); } statusIcons[index].icon.spriteName = iconSpriteNameByStatusType; statusIcons[index].icon.color = defaultTintColor; statusIcons[index].SetTweenEnable(isFieldBuff); statusIcons[index].icon.get_gameObject().SetActive(true); return(true); }
public static bool CheckStatus(STATUS_TYPE type, Character character, bool isFieldBuff) { switch (type) { case STATUS_TYPE.PARALYZE: return(character.IsParalyze() && !isFieldBuff); case STATUS_TYPE.FREEZE: return(character.IsFreeze() && !isFieldBuff); case STATUS_TYPE.SHADOWSEALING: return(character.IsDebuffShadowSealing() && !isFieldBuff); default: return(CheckStatus(type, character.buffParam, isFieldBuff)); } }
private string GetIconSpriteNameByStatusType(STATUS_TYPE statusType) { switch (statusType) { case STATUS_TYPE.PARALYZE: return("Pala"); case STATUS_TYPE.POISON: return("Poizon"); case STATUS_TYPE.BURNING: return("Burn"); case STATUS_TYPE.DEADLY_POISON: return("DeadlyPoison"); case STATUS_TYPE.INVINCIBLECOUNT: return("Barrior"); case STATUS_TYPE.ATTACK_SPEED_UP: return("AtkSpeedUp"); case STATUS_TYPE.ATTACK_SPEED_DOWN: return("AtkSpeedDown"); case STATUS_TYPE.MOVE_SPEED_UP: return("SpeedUp"); case STATUS_TYPE.MOVE_SPEED_DOWN: return("SpeedDown"); case STATUS_TYPE.ATTACK_NORMAL: case STATUS_TYPE.ATTACK_FIRE: case STATUS_TYPE.ATTACK_WATER: case STATUS_TYPE.ATTACK_THUNDER: case STATUS_TYPE.ATTACK_SOIL: case STATUS_TYPE.ATTACK_LIGHT: case STATUS_TYPE.ATTACK_DARK: case STATUS_TYPE.ATTACK_ALLELEMENT: case STATUS_TYPE.DAMAGE_UP_NORMAL: case STATUS_TYPE.DAMAGE_UP_FROM_AVOID: return("AtkUp"); case STATUS_TYPE.DEFENCE_NORMAL: case STATUS_TYPE.DEFENCE_FIRE: case STATUS_TYPE.DEFENCE_WATER: case STATUS_TYPE.DEFENCE_THUNDER: case STATUS_TYPE.DEFENCE_SOIL: case STATUS_TYPE.DEFENCE_LIGHT: case STATUS_TYPE.DEFENCE_DARK: case STATUS_TYPE.DEFENCE_ALLELEMENT: return("DefUp"); case STATUS_TYPE.REGENERATE: case STATUS_TYPE.REGENERATE_PROPORTION: return("Recovery"); case STATUS_TYPE.FREEZE: return("Frozen"); case STATUS_TYPE.ELECTRIC_SHOCK: return("ElectricShock"); case STATUS_TYPE.INK_SPLASH: return("InkSplash"); case STATUS_TYPE.POISON_DAMAGE_DOWN: return("PoisonDamageDown"); case STATUS_TYPE.POISON_GUARD: return("PoisonGuard"); case STATUS_TYPE.BURNING_DAMAGE_DOWN: return("BurningDamageDown"); case STATUS_TYPE.BURNING_GUARD: return("BurningGuard"); case STATUS_TYPE.SUPER_ARMOR: return("SuperArmor"); case STATUS_TYPE.DEFENCE_DOWN: case STATUS_TYPE.DEF_DOWN_ALLELEMENT: return("DefDown"); case STATUS_TYPE.DEF_DOWN_FIRE: return("DefDownFire"); case STATUS_TYPE.DEF_DOWN_WATER: return("DefDownWater"); case STATUS_TYPE.DEF_DOWN_THUNDER: return("DefDownThunder"); case STATUS_TYPE.DEF_DOWN_SOIL: return("DefDownSoil"); case STATUS_TYPE.DEF_DOWN_LIGHT: return("DefDownLight"); case STATUS_TYPE.DEF_DOWN_DARK: return("DefDownDark"); case STATUS_TYPE.SHIELD: return("Shield"); case STATUS_TYPE.SLIDE: return("Slide"); case STATUS_TYPE.PARALYZE_GUARD: return("ParalyzeGuard"); case STATUS_TYPE.SILENCE: return("Silence"); case STATUS_TYPE.SHADOWSEALING: return("ShadowSealing"); case STATUS_TYPE.ABSORB_FIRE: return("AbsorbFire"); case STATUS_TYPE.ABSORB_WATER: return("AbsorbWater"); case STATUS_TYPE.ABSORB_THUNDER: return("AbsorbThunder"); case STATUS_TYPE.ABSORB_SOIL: return("AbsorbSoil"); case STATUS_TYPE.ABSORB_LIGHT: return("AbsorbLight"); case STATUS_TYPE.ABSORB_DARK: return("AbsorbDark"); case STATUS_TYPE.AUTO_REVIVE: return("AutoRevive"); case STATUS_TYPE.WARP_BY_AVOID: return("Warp"); case STATUS_TYPE.INVINCIBLE_FIRE: return("dmgOffFire"); case STATUS_TYPE.INVINCIBLE_WATER: return("dmgOffWater"); case STATUS_TYPE.INVINCIBLE_THUNDER: return("dmgOffThunder"); case STATUS_TYPE.INVINCIBLE_SOIL: return("dmgOffSoil"); case STATUS_TYPE.SKILL_HEAL_SPEEDUP: case STATUS_TYPE.GAUGE_INCREASE_UP: case STATUS_TYPE.SKILL_CHARGE_WHEN_DAMAGED: return("GaugeIncreaseUp"); case STATUS_TYPE.INVINCIBLE_LIGHT: return("dmgOffLight"); case STATUS_TYPE.INVINCIBLE_DARK: return("dmgOffDark"); default: return(string.Empty); } }
private static bool CheckStatus(STATUS_TYPE type, BuffParam buffParam, bool isFieldBuff = false) { switch (type) { case STATUS_TYPE.POISON: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON, isFieldBuff)); case STATUS_TYPE.BURNING: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURNING, isFieldBuff)); case STATUS_TYPE.DEADLY_POISON: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEADLY_POISON, isFieldBuff)); case STATUS_TYPE.INVINCIBLECOUNT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLECOUNT, isFieldBuff)); case STATUS_TYPE.ATTACK_SPEED_UP: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SPEED_UP, isFieldBuff)); case STATUS_TYPE.ATTACK_SPEED_DOWN: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SPEED_DOWN, isFieldBuff)); case STATUS_TYPE.MOVE_SPEED_UP: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.MOVE_SPEED_UP, isFieldBuff)); case STATUS_TYPE.MOVE_SPEED_DOWN: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.MOVE_SPEED_DOWN, isFieldBuff)); case STATUS_TYPE.ATTACK_NORMAL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_NORMAL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_NORMAL, isFieldBuff)); case STATUS_TYPE.ATTACK_FIRE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_FIRE, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_FIRE, isFieldBuff)); case STATUS_TYPE.ATTACK_WATER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_WATER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_WATER, isFieldBuff)); case STATUS_TYPE.ATTACK_THUNDER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_THUNDER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_THUNDER, isFieldBuff)); case STATUS_TYPE.ATTACK_SOIL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SOIL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_SOIL, isFieldBuff)); case STATUS_TYPE.ATTACK_LIGHT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_LIGHT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_LIGHT, isFieldBuff)); case STATUS_TYPE.ATTACK_DARK: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_DARK, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_DARK, isFieldBuff)); case STATUS_TYPE.ATTACK_ALLELEMENT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_ALLELEMENT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_ALLELEMENT, isFieldBuff)); case STATUS_TYPE.DEFENCE_NORMAL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_NORMAL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_NORMAL, isFieldBuff)); case STATUS_TYPE.DEFENCE_FIRE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_FIRE, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_FIRE, isFieldBuff)); case STATUS_TYPE.DEFENCE_WATER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_WATER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_WATER, isFieldBuff)); case STATUS_TYPE.DEFENCE_THUNDER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_THUNDER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_THUNDER, isFieldBuff)); case STATUS_TYPE.DEFENCE_SOIL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_SOIL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_SOIL, isFieldBuff)); case STATUS_TYPE.DEFENCE_LIGHT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_LIGHT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_LIGHT, isFieldBuff)); case STATUS_TYPE.DEFENCE_DARK: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_DARK, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_DARK, isFieldBuff)); case STATUS_TYPE.DEFENCE_ALLELEMENT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_ALLELEMENT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_ALLELEMENT, isFieldBuff)); case STATUS_TYPE.REGENERATE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.REGENERATE, isFieldBuff)); case STATUS_TYPE.ELECTRIC_SHOCK: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ELECTRIC_SHOCK, isFieldBuff)); case STATUS_TYPE.INK_SPLASH: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INK_SPLASH, isFieldBuff)); case STATUS_TYPE.POISON_DAMAGE_DOWN: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON_DAMAGE_DOWN, isFieldBuff)); case STATUS_TYPE.POISON_GUARD: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON_GUARD, isFieldBuff)); case STATUS_TYPE.BURNING_DAMAGE_DOWN: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURN_DAMAGE_DOWN, isFieldBuff)); case STATUS_TYPE.BURNING_GUARD: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURN_GUARD, isFieldBuff)); case STATUS_TYPE.SUPER_ARMOR: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SUPER_ARMOR, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SHIELD_SUPER_ARMOR, isFieldBuff)); case STATUS_TYPE.DEFENCE_DOWN: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_NORMAL, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_FIRE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_FIRE, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_WATER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_WATER, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_THUNDER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_THUNDER, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_SOIL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_SOIL, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_LIGHT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_LIGHT, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_DARK: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_DARK, isFieldBuff)); case STATUS_TYPE.DEF_DOWN_ALLELEMENT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_ALLELEMENT, isFieldBuff)); case STATUS_TYPE.SHIELD: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SHIELD, isFieldBuff)); case STATUS_TYPE.SLIDE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SLIDE, isFieldBuff)); case STATUS_TYPE.PARALYZE_GUARD: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.PARALYZE_GUARD, isFieldBuff)); case STATUS_TYPE.SILENCE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SILENCE, isFieldBuff)); case STATUS_TYPE.REGENERATE_PROPORTION: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.REGENERATE_PROPORTION, isFieldBuff)); case STATUS_TYPE.ABSORB_NORMAL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_NORMAL, isFieldBuff)); case STATUS_TYPE.ABSORB_FIRE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_FIRE, isFieldBuff)); case STATUS_TYPE.ABSORB_WATER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_WATER, isFieldBuff)); case STATUS_TYPE.ABSORB_THUNDER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_THUNDER, isFieldBuff)); case STATUS_TYPE.ABSORB_SOIL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_SOIL, isFieldBuff)); case STATUS_TYPE.ABSORB_LIGHT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_LIGHT, isFieldBuff)); case STATUS_TYPE.ABSORB_DARK: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_DARK, isFieldBuff)); case STATUS_TYPE.ABSORB_ALL_ELEMENT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_ALL_ELEMENT, isFieldBuff)); case STATUS_TYPE.AUTO_REVIVE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.AUTO_REVIVE, isFieldBuff)); case STATUS_TYPE.WARP_BY_AVOID: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.WARP_BY_AVOID, isFieldBuff)); case STATUS_TYPE.INVINCIBLE_FIRE: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_FIRE, isFieldBuff)); case STATUS_TYPE.INVINCIBLE_WATER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_WATER, isFieldBuff)); case STATUS_TYPE.INVINCIBLE_THUNDER: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_THUNDER, isFieldBuff)); case STATUS_TYPE.INVINCIBLE_SOIL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_SOIL, isFieldBuff)); case STATUS_TYPE.DAMAGE_UP_NORMAL: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DAMAGE_UP_NORMAL, isFieldBuff)); case STATUS_TYPE.DAMAGE_UP_FROM_AVOID: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DAMAGE_UP_FROM_AVOID, isFieldBuff)); case STATUS_TYPE.SKILL_HEAL_SPEEDUP: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SKILL_HEAL_SPEEDUP, isFieldBuff)); case STATUS_TYPE.GAUGE_INCREASE_UP: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.HEAT_GAUGE_INCREASE_UP, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SOUL_GAUGE_INCREASE_UP, isFieldBuff)); case STATUS_TYPE.SKILL_CHARGE_WHEN_DAMAGED: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SKILL_CHARGE_WHEN_DAMAGED, isFieldBuff)); case STATUS_TYPE.INVINCIBLE_LIGHT: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_LIGHT, isFieldBuff)); case STATUS_TYPE.INVINCIBLE_DARK: return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_DARK, isFieldBuff)); default: return(false); } }
private static bool CheckStatus(STATUS_TYPE type, List <int> nonBuffStatus) { return(nonBuffStatus.Contains((int)type)); }
public static bool CheckStatus(STATUS_TYPE type, BuffParam buffParam, List <int> nonBuffStatus) { return(CheckStatus(type, buffParam, false) || (nonBuffStatus != null && CheckStatus(type, nonBuffStatus))); }
private bool CheckStatus(STATUS_TYPE type, bool isFieldBuff = false) { return(CheckStatus(type, target, isFieldBuff)); }
/// <summary> /// Add a status entry to log /// </summary> /// <param name="entry"></param> private static void AddToLog(STATUS_TYPE status, string comment) { c_sStatusLog += System.DateTime.Now.ToString() + "\r\n"; c_sStatusLog += "Entry #" + c_iLogCount++ + ": " + status.ToString() + "\r\n"; c_sStatusLog += comment + "\r\n"; }
/// <summary> /// Set active status for program /// </summary> /// <param name="status"></param> /// <param name="comment"></param> public static void SetStatus(STATUS_TYPE status, string comment) { c_ActiveStatus = status; AddToLog(status, comment); }