本文整理汇总了C#中Critter.IncreaseSense方法的典型用法代码示例。如果您正苦于以下问题:C# Critter.IncreaseSense方法的具体用法?C# Critter.IncreaseSense怎么用?C# Critter.IncreaseSense使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Critter
的用法示例。
在下文中一共展示了Critter.IncreaseSense方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: RefundStats
private void RefundStats(Critter critter)
{
foreach(StatEffect item in StatBoons) {
if (item == StatEffect.Offense) { critter.DecreaseOffense(); }
if (item == StatEffect.Defense) { critter.DecreaseDefense(); }
if (item == StatEffect.Speed) { critter.DecreaseSpeed(); }
if (item == StatEffect.Sense) { critter.DecreaseSense(); }
if (item == StatEffect.Sneak) { critter.DecreaseSneak(); }
if (item == StatEffect.Size) { critter.DecreaseSize(); }
if (item == StatEffect.BreedRate) { critter.DecreaseBreedRate(); }
if (item == StatEffect.Metabolism) { critter.DecreaseMetabolism(); }
if (item == StatEffect.Slot) { critter.DeactivateSlot(slot); }
if (item == StatEffect.EVO) { critter.DecreaseEvoMod(); }
if (item == StatEffect.MIGRATE) { critter.DecreaseMigrateMod(); }
if (item == StatEffect.EFFICIENCY) { critter.DecreaseEfficiency(); }
}
foreach(StatEffect item in StatBanes)
{
if (item == StatEffect.Offense) { critter.IncreaseOffense(); }
if (item == StatEffect.Defense) { critter.IncreaseDefense(); }
if (item == StatEffect.Speed) { critter.IncreaseSpeed(); }
if (item == StatEffect.Sense) { critter.IncreaseSense(); }
if (item == StatEffect.Sneak) { critter.IncreaseSneak(); }
if (item == StatEffect.Size) { critter.IncreaseSize(); }
if (item == StatEffect.BreedRate) { critter.IncreaseBreedRate(); }
if (item == StatEffect.Metabolism) { critter.IncreaseMetabolism(); }
if (item == StatEffect.Slot) { }
if (item == StatEffect.EVO) { critter.IncreaseEvoMod(); }
if (item == StatEffect.MIGRATE) { critter.IncreaseMigrateMod(); }
if (item == StatEffect.EFFICIENCY) { critter.IncreaseEfficiency(); }
}
foreach (BiomeAdaptition item in BiomeBoons)
{
if (item == BiomeAdaptition.ARCTIC) { critter.DecreaseBiomePref(BiomeAdaptition.ARCTIC); }
if (item == BiomeAdaptition.ARID) { critter.DecreaseBiomePref(BiomeAdaptition.ARID); }
if (item == BiomeAdaptition.FRESHWATER) { critter.DecreaseBiomePref(BiomeAdaptition.FRESHWATER); }
if (item == BiomeAdaptition.PLAINS) { critter.DecreaseBiomePref(BiomeAdaptition.PLAINS); }
if (item == BiomeAdaptition.SALTWATER) { critter.DecreaseBiomePref(BiomeAdaptition.SALTWATER); }
if (item == BiomeAdaptition.WOODLAND) { critter.DecreaseBiomePref(BiomeAdaptition.WOODLAND); }
}
foreach (BiomeAdaptition item in BiomeBanes)
{
if (item == BiomeAdaptition.ARCTIC) { critter.IncreaseBiomePref(BiomeAdaptition.ARCTIC); }
if (item == BiomeAdaptition.ARID) { critter.IncreaseBiomePref(BiomeAdaptition.ARID); }
if (item == BiomeAdaptition.FRESHWATER) { critter.IncreaseBiomePref(BiomeAdaptition.FRESHWATER); }
if (item == BiomeAdaptition.PLAINS) { critter.IncreaseBiomePref(BiomeAdaptition.PLAINS); }
if (item == BiomeAdaptition.SALTWATER) { critter.IncreaseBiomePref(BiomeAdaptition.SALTWATER); }
if (item == BiomeAdaptition.WOODLAND) { critter.IncreaseBiomePref(BiomeAdaptition.WOODLAND); }
}
foreach (statSliderChange item in ClimateBoons)
{
if (item == statSliderChange.FOCUS) { critter.DecreaseClimateFocus(); }
if (item == statSliderChange.RANGE) { critter.DecreaseClimateRange(); }
if (item == statSliderChange.PREF) { critter.DecreaseClimatePref(); }
}
foreach (statSliderChange item in ClimateBanes)
{
if (item == statSliderChange.FOCUS) { critter.IncreaseClimateFocus(); }
if (item == statSliderChange.RANGE) { critter.IncreaseClimateRange(); }
if (item == statSliderChange.PREF) { critter.IncreaseClimatePref(); }
}
foreach (GeoAdaptation item in GeoBoons)
{
if(item == GeoAdaptation.SaltWater) { critter.DecreaseGeoPref(GeoAdaptation.SaltWater); }
if(item == GeoAdaptation.Islands) { critter.DecreaseGeoPref(GeoAdaptation.Islands); }
if(item == GeoAdaptation.Flat) { critter.DecreaseGeoPref(GeoAdaptation.Flat); }
if(item == GeoAdaptation.Hills) { critter.DecreaseGeoPref(GeoAdaptation.Hills); }
if(item == GeoAdaptation.Mountains) { critter.DecreaseGeoPref(GeoAdaptation.Mountains); }
}
foreach(GeoAdaptation item in GeoBanes)
{
if(item == GeoAdaptation.SaltWater) { critter.IncreaseGeoPref(GeoAdaptation.SaltWater); }
if(item == GeoAdaptation.Islands) { critter.IncreaseGeoPref(GeoAdaptation.Islands); }
if(item == GeoAdaptation.Flat) { critter.IncreaseGeoPref(GeoAdaptation.Flat); }
if(item == GeoAdaptation.Hills) { critter.IncreaseGeoPref(GeoAdaptation.Hills); }
if(item == GeoAdaptation.Mountains) { critter.IncreaseGeoPref(GeoAdaptation.Mountains); }
}
foreach (statSliderChange item in TempBoons)
{
if (item == statSliderChange.FOCUS) { critter.DecreaseTempFocus(); }
if (item == statSliderChange.RANGE) { critter.DecreaseTempRange(); }
if (item == statSliderChange.PREF) { critter.DecreaseTempPref(); }
}
foreach (statSliderChange item in TempBanes)
{
if (item == statSliderChange.FOCUS) { critter.IncreaseTempFocus(); }
if (item == statSliderChange.RANGE) { critter.IncreaseTempRange(); }
if (item == statSliderChange.PREF) { critter.IncreaseTempPref(); }
}
foreach (Multiplier item in multipliers)
//.........这里部分代码省略.........