private BattleActor[] GetActors(int start, int count) { var acts = new BattleActor[count]; for (var i = 0; i < count; ++i) { var offset = start + i * BattleMapActorOffsets.ActorLength; var a = new Span <byte>(_map, offset, BattleMapActorOffsets.ActorLength) .ToArray() .ToType <BattleActor>(); acts[i] = a; } return(acts); }
private BattleActor[] GetActors(int start, int count) { var acts = new BattleActor[count]; for (var i = 0; i < count; ++i) { var offset = start + i * BattleMapActorOffsets.ActorLength; var a = new BattleActor { CurrentHp = BitConverter.ToInt32(_map, offset + BattleMapActorOffsets.CurrentHp), MaxHp = BitConverter.ToInt32(_map, offset + BattleMapActorOffsets.MaxHp), CurrentMp = BitConverter.ToInt16(_map, offset + BattleMapActorOffsets.CurrentMp), MaxMp = BitConverter.ToInt16(_map, offset + BattleMapActorOffsets.MaxMp), Level = _map[BattleMapActorOffsets.Level], Status = (StatusEffect)BitConverter.ToUInt32(_map, offset + BattleMapActorOffsets.Status), IsBackRow = (_map[offset + BattleMapActorOffsets.Row] & 0x40) == 0x40 }; acts[i] = a; } return(acts); }