void setPropertyState(ESkillType skillType, object[] data) // for destination position { if (data == null) { return; } if (data.Length <= 0) { return; } if (skillType == ESkillType.TARGET) { foreach (System.Collections.Generic.KeyValuePair <ESkillAction, SkillState> iterator in listState) { switch (iterator.Key) { case ESkillAction.ONCE: SkillStateOnce stateOnce = iterator.Value as SkillStateOnce; if ((ESkillOffense)Ability == ESkillOffense.SINGLE) { stateOnce.enemy = (GameObject)data[0]; } else { stateOnce.destPosition = (Vector3)data[0]; } break; case ESkillAction.DROP: SkillStateDrop stateDrop = iterator.Value as SkillStateDrop; stateDrop.destPosition = (Vector3)data[0]; break; case ESkillAction.TRAP: SkillStateTrap stateTrap = iterator.Value as SkillStateTrap; stateTrap.position = (Vector3)data[0]; break; } } } }
SkillState getClassSkill(ESkillAction type) { SkillState s = null; switch (type) { case ESkillAction.ONCE: s = new SkillStateOnce(); break; case ESkillAction.DROP: s = new SkillStateDrop(); break; case ESkillAction.EXPLOSION: s = new SkillStateExplosion(); break; case ESkillAction.TRAP: s = new SkillStateTrap(); break; case ESkillAction.FADE: s = new SkillStateFade(); break; case ESkillAction.BUFF: s = new SkillStateBuff(); break; case ESkillAction.ARMAGGEDDON: s = new SkillStateArmaggeddon(); break; case ESkillAction.DESTROY: s = new SkillStateDestroy(); break; } return(s); }
SkillState getClassSkill(ESkillAction type) { SkillState s = null; switch (type) { case ESkillAction.ONCE: s = new SkillStateOnce(); break; case ESkillAction.DROP: s = new SkillStateDrop(); break; case ESkillAction.EXPLOSION: s = new SkillStateExplosion(); break; case ESkillAction.TRAP: s = new SkillStateTrap(); break; case ESkillAction.FADE: s = new SkillStateFade(); break; case ESkillAction.BUFF: s = new SkillStateBuff(); break; case ESkillAction.ARMAGGEDDON: s = new SkillStateArmaggeddon(); break; case ESkillAction.DESTROY: s = new SkillStateDestroy(); break; } return s; }