using System; using Preparation.Utility; using GameClass.GameObj; using System.Reflection; using GameEngine; namespace Gaming { public partial class Game { readonly SkillManager skillManager; private partial class SkillManager { public bool UseActiveSkill(Character character, ActiveSkillType activeSkillType) { if (character.Occupation.ListOfIActiveSkill.Contains(activeSkillType)) switch (activeSkillType) { case ActiveSkillType.BecomeInvisible: BecomeInvisible(character); break; case ActiveSkillType.UseKnife: UseKnife(character); break; case ActiveSkillType.CanBeginToCharge: CanBeginToCharge(character); break; case ActiveSkillType.Punish: Punish(character); break; case ActiveSkillType.JumpyBomb: JumpyBomb(character); break; default: return false; } return false; } public void UsePassiveSkill(Character character, PassiveSkillType passiveSkillType) { if (character.Occupation.ListOfIPassiveSkill.Contains(passiveSkillType)) switch (passiveSkillType) { default: return; } return; } public void UseAllPassiveSkill(Character character) { foreach (var passiveSkill in character.Occupation.ListOfIPassiveSkill) switch (passiveSkill) { default: return; } } private readonly Map gameMap; private readonly ActionManager actionManager; private readonly AttackManager attackManager; private readonly PropManager propManager; public SkillManager(Map gameMap, ActionManager action, AttackManager attack, PropManager prop) { this.gameMap = gameMap; this.actionManager = action; this.propManager = prop; this.attackManager = attack; } } } }