public EnhancementEffectReader(BinaryReader reader)
 {
     _reader       = reader;
     _effectReader = new EffectReader(_reader);
 }
示例#2
0
        public Power Read()
        {
            var power = new Power();

            power.Index            = _reader.ReadInt32();
            power.FullName         = _reader.ReadString();
            power.GroupName        = _reader.ReadString();
            power.SetName          = _reader.ReadString();
            power.Name             = _reader.ReadString();
            power.Display          = _reader.ReadString();
            power.Available        = _reader.ReadInt32();
            power.Requirement      = new RequirementReader(_reader).Read();
            power.ModesRequired    = _reader.ReadInt32();
            power.ModesDisallowed  = _reader.ReadInt32();
            power.PowerType        = _reader.ReadInt32();
            power.Accuracy         = _reader.ReadSingle();
            power.AttackTypes      = _reader.ReadInt32();
            power.GroupMemberships = new string[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.GroupMemberships.Length; ++index)
            {
                power.GroupMemberships[index] = _reader.ReadString();
            }
            power.EntitiesAffected  = _reader.ReadInt32();
            power.EntitiesAutoHit   = _reader.ReadInt32();
            power.Target            = _reader.ReadInt32();
            power.TargetLineOfSight = _reader.ReadBoolean();
            power.Range             = _reader.ReadSingle();
            power.TargetSecondary   = _reader.ReadInt32();
            power.RangeSecondary    = _reader.ReadSingle();
            power.EnduranceCost     = _reader.ReadSingle();
            power.InterruptTime     = _reader.ReadSingle();
            power.CastTime          = _reader.ReadSingle();
            power.RechargeTime      = _reader.ReadSingle();
            power.BaseRechargeTime  = _reader.ReadSingle();
            power.ActivatePeriod    = _reader.ReadSingle();
            power.EffectArea        = _reader.ReadInt32();
            power.Radius            = _reader.ReadSingle();
            power.Arc        = _reader.ReadInt32();
            power.MaxTargets = _reader.ReadInt32();
            power.MaxBoosts  = _reader.ReadString();
            power.CastFlags  = _reader.ReadInt32();
            power.ArtificalIntelligenceReport = _reader.ReadInt32();
            power.NumberOfCharges             = _reader.ReadInt32();
            power.UsageTime      = _reader.ReadInt32();
            power.LifeTime       = _reader.ReadInt32();
            power.LifeTimeInGame = _reader.ReadInt32();
            power.NumberAllowed  = _reader.ReadInt32();
            power.DoNotSave      = _reader.ReadBoolean();
            power.BoostsAllowed  = new string[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.BoostsAllowed.Length; ++index)
            {
                power.BoostsAllowed[index] = _reader.ReadString();
            }
            power.CastThroughHold  = _reader.ReadBoolean();
            power.IgnoreStrength   = _reader.ReadBoolean();
            power.DescriptionShort = _reader.ReadString();
            power.DescriptionLong  = _reader.ReadString();
            power.Enhancements     = new int[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.Enhancements.Length; ++index)
            {
                power.Enhancements[index] = _reader.ReadInt32();
            }
            power.SetTypes = new int[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.SetTypes.Length; ++index)
            {
                power.SetTypes[index] = _reader.ReadInt32();
            }
            power.ClickBuff         = _reader.ReadBoolean();
            power.AlwaysToggle      = _reader.ReadBoolean();
            power.Level             = _reader.ReadInt32();
            power.AllowFrontLoading = _reader.ReadBoolean();
            power.VariableEnabled   = _reader.ReadBoolean();
            power.VariableName      = _reader.ReadString();
            power.VariableMin       = _reader.ReadInt32();
            power.VariableMax       = _reader.ReadInt32();
            power.SubPowers         = new string[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.SubPowers.Length; ++index)
            {
                power.SubPowers[index] = _reader.ReadString();
            }
            power.IgnoreEnhancements = new int[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.IgnoreEnhancements.Length; ++index)
            {
                power.IgnoreEnhancements[index] = _reader.ReadInt32();
            }
            power.IgnoreBuffs = new int[_reader.ReadInt32() + 1];
            for (int index = 0; index < power.IgnoreBuffs.Length; ++index)
            {
                power.IgnoreBuffs[index] = _reader.ReadInt32();
            }
            power.SkipMax                     = _reader.ReadBoolean();
            power.DisplayLocation             = _reader.ReadInt32();
            power.MutuallyExclusiveAuto       = _reader.ReadBoolean();
            power.MutuallyExclusiveIgnore     = _reader.ReadBoolean();
            power.AbsorbSummonEffects         = _reader.ReadBoolean();
            power.AbsorbSummonAttributes      = _reader.ReadBoolean();
            power.ShowSummonAnyway            = _reader.ReadBoolean();
            power.NeverAutoUpdate             = _reader.ReadBoolean();
            power.NeverAutoUpdateRequirements = _reader.ReadBoolean();
            power.IncludeFlag                 = _reader.ReadBoolean();
            power.ForcedClass                 = _reader.ReadString();
            power.SortOverride                = _reader.ReadBoolean();
            power.BoostBoostable              = _reader.ReadBoolean();
            power.BoostUsePlayerLevel         = _reader.ReadBoolean();
            power.Effects                     = new Effect[_reader.ReadInt32() + 1];
            var effectReader = new EffectReader(_reader);

            for (int index = 0; index < power.Effects.Length; ++index)
            {
                power.Effects[index] = effectReader.Read();
            }
            power.HiddenPower = _reader.ReadBoolean();
            return(power);
        }