//atualiza o value dos efeitos, se for necessario. public void LevelUp() { if (Table == null) { Debug.Log("This skill(" + name + ") has no table to load"); return; } // int i = 0; // effects[i].effect.value1 = Table.Rows[level-1].Field<float>("Effect0Value0"); // effects[i].effect.value2 = Table.Rows[level-1].Field<float>("Effect0Value1"); for (int i = 0; i < effects.Count; i++) { SkillEffectTuple modifyEffect = effects[i]; //Debug.Log("levelapo a " + name); modifyEffect.value1 = Table.Rows[Level - 1].Field <float>("SkillEffect" + i + "Value0"); //Debug.Log("Mvalue1: " + modifyEffect.value1); modifyEffect.value2 = Table.Rows[Level - 1].Field <float>("SkillEffect" + i + "Value1"); //Debug.Log("Mvalue2: " + modifyEffect.value2); effects[i] = modifyEffect; //Debug.Log("value1: " + effects[i].value1); //Debug.Log("value2: " + effects[i].value2); } }
//atualiza o value dos efeitos, se for necessario. public void LevelUp() { // int i = 0; // effects[i].effect.value1 = Table.Rows[level-1].Field<float>("Effect0Value0"); // effects[i].effect.value2 = Table.Rows[level-1].Field<float>("Effect0Value1"); for (int i = 0; i < effects.Count; i++) { SkillEffectTuple modifyEffect = effects[i]; //Debug.Log("levelapo a " + name); modifyEffect.value1 = Table.Rows[level - 1].Field <float>("SkillEffect" + i + "Value0"); //Debug.Log("Mvalue1: " + modifyEffect.value1); modifyEffect.value2 = Table.Rows[level - 1].Field <float>("SkillEffect" + i + "Value1"); //Debug.Log("Mvalue2: " + modifyEffect.value2); effects[i] = modifyEffect; //Debug.Log("value1: " + effects[i].value1); //Debug.Log("value2: " + effects[i].value2); } }