ACR_Traps.TrapTrigger._doGroupVFX C# (CSharp) 메소드

_doGroupVFX() 개인적인 정적인 메소드

private static _doGroupVFX ( CLRScriptBase s, ALFA trap, NWScript.NWScriptEngineStructure2 target ) : void
s CLRScriptFramework.CLRScriptBase
trap ALFA
target NWScript.NWScriptEngineStructure2
리턴 void
        private static void _doGroupVFX(CLRScriptBase s, ALFA.Shared.ActiveTrap trap, NWLocation target)
        {
            if (trap.EffectSize < 2.0f) { return; } // these are probably single-target, and a group VFX would be overkill.
            else
            {
                if((trap.DamageType & DAMAGE_TYPE_DIVINE) == DAMAGE_TYPE_DIVINE)
                {
                    s.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_FNF_LOS_HOLY_10, FALSE), target, 0.0f);
                }
                else if ((trap.DamageType & DAMAGE_TYPE_FIRE) == DAMAGE_TYPE_FIRE)
                {
                    s.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_FNF_FIREBALL, FALSE), target, 0.0f);
                }
                else if ((trap.DamageType & DAMAGE_TYPE_MAGICAL) == DAMAGE_TYPE_MAGICAL)
                {
                    s.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_FNF_LOS_NORMAL_10, FALSE), target, 0.0f);
                }
                else if((trap.DamageType & DAMAGE_TYPE_NEGATIVE) == DAMAGE_TYPE_NEGATIVE)
                {
                    s.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_FNF_SUMMON_UNDEAD, FALSE), target, 0.0f);
                }
                else if((trap.DamageType & DAMAGE_TYPE_POSITIVE) == DAMAGE_TYPE_POSITIVE)
                {
                    s.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_FNF_LOS_HOLY_10, FALSE), target, 0.0f);
                }
                else
                {
                    s.ApplyEffectAtLocation(DURATION_TYPE_INSTANT, s.EffectVisualEffect(VFX_FNF_FIREBALL, FALSE), target, 0.0f);
                }
            }
        }