private float GetMaxSecondaryResource(TrinityPlayer trinityPlayer) { switch (ActorClass) { case ActorClass.DemonHunter: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Discipline << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusDiscipline); } return -1; }
//public List<Buff> AllDebuffs //{ // get { return CacheManager.GetCacheValue(this, o => ZetaDia.Me.GetAllDebuffs().ToList(), 250); } //} //public List<Buff> AllBuffs //{ // get { return CacheManager.GetCacheValue(this, o => ZetaDia.Me.GetAllBuffs().ToList(), 250); } //} ////public List<ActiveSkillEntry> KnownSkillEntrys ////{ //// get { return CacheManager.GetCacheValue(this, o => ZetaDia.Me.KnownSkills, 5000); } ////} ////public List<Skill> Skills ////{ //// get { return CacheManager.GetCacheValue(this, o => ZetaDia.Me.KnownSkills.Select(s => (Skill)s).ToList(), 5000); } ////} ////public List<TraitEntry> KnownTraitEntrys ////{ //// get { return CacheManager.GetCacheValue(this, o => ZetaDia.Me.KnownTraits, 5000); } ////} ////public List<Passive> Passives ////{ //// get { return CacheManager.GetCacheValue(this, o => ZetaDia.Me.KnownTraits.Select(s => (Passive)s).ToList(), 5000); } ////} #endregion #region Methods private float GetMaxPrimaryResource(TrinityPlayer trinityPlayer) { switch (ActorClass) { case ActorClass.Wizard: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Arcanum << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusArcanePower); case ActorClass.Barbarian: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Fury << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusFury); case ActorClass.Monk: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Spirit << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusSpirit); case ActorClass.Crusader: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Faith << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusFaith); case ActorClass.DemonHunter: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Hatred << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusHatred); case ActorClass.Witchdoctor: return trinityPlayer.Source.GetAttribute<float>(149 | (int)ResourceType.Mana << 12) + trinityPlayer.Source.GetAttribute<float>(ActorAttributeType.ResourceMaxBonusMana); } return -1; }