示例#1
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 /// <summary> Creates a new Buff that is a deep copy of this one. </summary>
 public virtual StatusEffect Clone()
 {
     return(new StatusEffect
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
     });
 }
示例#2
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 public override StatusEffect Clone()
 {
     return(new CureDiseaseBuff
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
     });
 }
示例#3
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 public override StatusEffect Clone()
 {
     return(new StatBuff
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
         Buffs = Buffs
     });
 }
示例#4
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 public override StatusEffect Clone()
 {
     return(new OngoingHealBuff
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
         DamagePerSecond = DamagePerSecond
     });
 }
示例#5
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 public override StatusEffect Clone()
 {
     return(new ThoughtBuff
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
         Description = Description,
         HappinessModifier = HappinessModifier
     });
 }
示例#6
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 public override StatusEffect Clone()
 {
     return(new DamageResistBuff
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
         DamageType = DamageType,
         Bonus = Bonus
     });
 }
示例#7
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 public override StatusEffect Clone()
 {
     return(new Disease()
     {
         EffectTime = Timer.Clone(EffectTime),
         Particles = Particles,
         ParticleTimer = Timer.Clone(ParticleTimer),
         SoundOnEnd = SoundOnEnd,
         SoundOnStart = SoundOnStart,
         DamagePerSecond = DamagePerSecond,
         Description = Description,
         IsContagious = IsContagious,
         LikelihoodOfSpread = LikelihoodOfSpread,
         SecondsUntilHealed = SecondsUntilHealed,
         StatDamage = StatDamage,
         FoodValueUntilHealed = FoodValueUntilHealed,
         Type = Type,
         DamageEveryNSeconds = DamageEveryNSeconds,
         Name = Name,
         AcquiredRandomly = AcquiredRandomly,
         ChanceofRandomAcquisitionPerDay = ChanceofRandomAcquisitionPerDay,
         IsInjury = IsInjury
     });
 }