public void LoadWakeUpData(String data, HashSet <Skill> validSkills = null, Modversion version = Modversion.v1) { Style style = DefaultStyle; WakeUpTaunt newTaunt = new WakeUpTaunt(style); Name = newTaunt.LoadWakeUpData(data, validSkills); WakeUpTaunts.Add(newTaunt); }
public void AddWakeUpMove(Skill skill, DamageState damageState) { //If the skill already exists under this damage state, do nothing foreach (WakeUpTaunt group in WakeUpTaunts) { var currentSkill = group.GetSkill(damageState); if (currentSkill == null) { continue; } L.D("Current Skill: " + currentSkill.SkillName + " vs " + skill.SkillName); if (currentSkill.SkillName.Equals(skill.SkillName)) { L.D(skill + " already exists under " + damageState); return; } } //Skill is not a duplicate, add it to the last group. Else, we need to make a new group WakeUpTaunt lastTaunt; if (WakeUpTaunts.Count == 0) { WakeUpTaunts.Add(new WakeUpTaunt(DefaultStyle)); } lastTaunt = WakeUpTaunts[WakeUpTaunts.Count - 1]; if (lastTaunt.GetSkill(damageState) == null) { L.D("Append Wakeup Move"); lastTaunt.AddWakeUpMove(skill, damageState); } else { L.D("Add new Wakeup Taunt"); WakeUpTaunt newTaunt = new WakeUpTaunt(lastTaunt.StyleItem); newTaunt.AddWakeUpMove(skill, damageState); WakeUpTaunts.Add(newTaunt); } }