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SkillManager.cs 2.7 kB

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  1. using System;
  2. using Preparation.Utility;
  3. using GameClass.GameObj;
  4. using System.Reflection;
  5. using GameEngine;
  6. namespace Gaming
  7. {
  8. public partial class Game
  9. {
  10. readonly SkillManager skillManager;
  11. private partial class SkillManager
  12. {
  13. public bool UseActiveSkill(Character character, ActiveSkillType activeSkillType)
  14. {
  15. if (character.Occupation.ListOfIActiveSkill.Contains(activeSkillType))
  16. switch (activeSkillType)
  17. {
  18. case ActiveSkillType.BecomeInvisible:
  19. BecomeInvisible(character);
  20. break;
  21. case ActiveSkillType.UseKnife:
  22. UseKnife(character);
  23. break;
  24. case ActiveSkillType.CanBeginToCharge:
  25. CanBeginToCharge(character);
  26. break;
  27. case ActiveSkillType.Punish:
  28. Punish(character);
  29. break;
  30. case ActiveSkillType.JumpyBomb:
  31. JumpyBomb(character);
  32. break;
  33. default:
  34. return false;
  35. }
  36. return false;
  37. }
  38. public void UsePassiveSkill(Character character, PassiveSkillType passiveSkillType)
  39. {
  40. if (character.Occupation.ListOfIPassiveSkill.Contains(passiveSkillType))
  41. switch (passiveSkillType)
  42. {
  43. default:
  44. return;
  45. }
  46. return;
  47. }
  48. public void UseAllPassiveSkill(Character character)
  49. {
  50. foreach (var passiveSkill in character.Occupation.ListOfIPassiveSkill)
  51. switch (passiveSkill)
  52. {
  53. default:
  54. return;
  55. }
  56. }
  57. private readonly Map gameMap;
  58. private readonly ActionManager actionManager;
  59. private readonly AttackManager attackManager;
  60. private readonly PropManager propManager;
  61. public SkillManager(Map gameMap, ActionManager action, AttackManager attack, PropManager prop)
  62. {
  63. this.gameMap = gameMap;
  64. this.actionManager = action;
  65. this.propManager = prop;
  66. this.attackManager = attack;
  67. }
  68. }
  69. }
  70. }