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C# GameData.EligibleForNightmareShift方法代码示例

本文整理汇总了C#中GameData.EligibleForNightmareShift方法的典型用法代码示例。如果您正苦于以下问题:C# GameData.EligibleForNightmareShift方法的具体用法?C# GameData.EligibleForNightmareShift怎么用?C# GameData.EligibleForNightmareShift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GameData的用法示例。


在下文中一共展示了GameData.EligibleForNightmareShift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: OptimizeCharacter

        private void OptimizeCharacter(GameData.DataBuddyInformation character, string stat, bool ignoreRecordMateria, int numberOfEquipment)
        {
            DataPartyDetails party = FFRKProxy.Instance.GameState.PartyDetails;
            int index = -1;
            for (int i = 0; i < 5; i++)
            {
                if (characters[i] != null && characters[i].BuddyId == character.BuddyId)
                {
                    index = i;
                    break;
                }
            }
            if (index == -1)
            {
                return;
            }

            List<uint> equippedWeapons = new List<uint>();
            List<uint> equippedArmor = new List<uint>();
            List<uint> equippedAccessories = new List<uint>();
            List<DataRecordMateriaInformation> equippedRecordMateria = new List<DataRecordMateriaInformation>();
            for (int i = 0; i < 5; i++)
            {
                if (i == index)
                {
                    continue;
                }

                if (weaponBoxes[i].SelectedItem != null)
                {
                    equippedWeapons.Add(((DataEquipmentInformation)weaponBoxes[i].SelectedItem).InstanceId);
                }

                if (armorBoxes[i].SelectedItem != null)
                {
                    equippedArmor.Add(((DataEquipmentInformation)armorBoxes[i].SelectedItem).InstanceId);
                }

                if (accessoryBoxes[i].SelectedItem != null)
                {
                    equippedAccessories.Add(((DataEquipmentInformation)accessoryBoxes[i].SelectedItem).InstanceId);
                }

                if (recordMateriaBoxes[i].SelectedItem != null)
                {
                    equippedRecordMateria.Add(((DataRecordMateriaInformation)recordMateriaBoxes[i].SelectedItem));
                }
            }

            List<DataEquipmentInformation> atkWeapons = new List<DataEquipmentInformation>();
            foreach (DataEquipmentInformation weapon in party.Equipments.Where(equip => equip.Type == GameData.SchemaConstants.ItemType.Weapon && !equippedWeapons.Contains(equip.InstanceId)))
            {
                if (characters[index].UsableEquipCategories.Contains(weapon.Category))
                {
                    atkWeapons.Add(weapon);
                }
            }

            List<DataEquipmentInformation> atkArmor = new List<DataEquipmentInformation>();
            foreach (DataEquipmentInformation armor in party.Equipments.Where(equip => equip.Type == GameData.SchemaConstants.ItemType.Armor && !equippedArmor.Contains(equip.InstanceId)))
            {
                if (characters[index].UsableEquipCategories.Contains(armor.Category))
                {
                    atkArmor.Add(armor);
                }
            }

            atkWeapons = atkWeapons.OrderByDescending(weapon => weapon.StatWithSynergy(stat,
                weapon.SeriesId == RealmSynergy.SeriesId || character.EligibleForNightmareShift(RealmSynergy.NightmareCategory))).ToList();
            List<DataEquipmentInformation> possibleWeapons = new List<DataEquipmentInformation>();
            foreach (DataEquipmentInformation weapon in atkWeapons)
            {
                if (FFRKInspector.GameData.EquipmentElementalInformation.ElementalEquipment.ContainsKey(weapon.EquipmentId) ||
                    possibleWeapons.Count(item => item.Category == weapon.Category) < numberOfEquipment)
                {
                    possibleWeapons.Add(weapon);
                }
            }

            atkArmor = atkArmor.OrderByDescending(armor => armor.StatWithSynergy(stat,
                armor.SeriesId == RealmSynergy.SeriesId || character.EligibleForNightmareShift(RealmSynergy.NightmareCategory)))
                .ThenByDescending(armor => armor.StatWithSynergy("Res", armor.SeriesId == RealmSynergy.SeriesId
                    || character.EligibleForNightmareShift(RealmSynergy.NightmareCategory))
                        + armor.StatWithSynergy("Def", armor.SeriesId == RealmSynergy.SeriesId
                        || character.EligibleForNightmareShift(RealmSynergy.NightmareCategory)))
                .ToList();
            List<DataEquipmentInformation> possibleArmor = new List<DataEquipmentInformation>();
            foreach (DataEquipmentInformation armor in atkArmor)
            {
                if (FFRKInspector.GameData.EquipmentElementalInformation.ElementalEquipment.ContainsKey(armor.EquipmentId) ||
                    possibleArmor.Count(item => item.Category == armor.Category) < numberOfEquipment)
                {
                    possibleArmor.Add(armor);
                }
            }

            DataEquipmentInformation accessory = party.Equipments.Where(equip => equip.Type == GameData.SchemaConstants.ItemType.Accessory
                && !equippedAccessories.Contains(equip.InstanceId))
                .OrderByDescending(acc => acc.StatWithSynergy(stat, acc.SeriesId == RealmSynergy.SeriesId
                    || character.EligibleForNightmareShift(RealmSynergy.NightmareCategory)))
//.........这里部分代码省略.........
开发者ID:KHShadowrunner,项目名称:ffrkx,代码行数:101,代码来源:FFRKViewPartyPlanner.cs


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