Beispiel #1
0
 public SplashPas(string pName, float fNearRange, Coeff roExNearDamage, float fFarRange, Coeff roExFarDamage, UnitEventTrigger dwTriggerMask = UnitEventTrigger.kTriggerOnAttackTargetTrigger, ForceEffective dwEffectiveTypeFlags = ForceEffective.kEnemy)
     : base(pName, 0)
 {
     m_fNearRange         = fNearRange;
     m_oExNearDamage      = roExNearDamage;
     m_fFarRange          = fFarRange;
     m_oExFarDamage       = roExFarDamage;
     m_dwTriggerMask      = dwTriggerMask;
     m_effectiveTypeFlags = dwEffectiveTypeFlags;
     SetTriggerFlags(UnitEventTrigger.kTriggerOnAttackTargetTrigger);
 }
Beispiel #2
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 // the result of 'this.canEffect(force)' is not always same as 'force.canEffect(this)'
 // it ONLY means that 'this' can effect 'force'
 public bool CanEffect(UnitForce force, ForceEffective effectiveTypeFlags)
 {
     return(((this == force) && (effectiveTypeFlags & ForceEffective.kSelf) != 0) ||
            ((this != force) && (this.IsMyAlly(force) && (effectiveTypeFlags & ForceEffective.kAlly) != 0)) ||
            (this.IsMyEnemy(force) && (effectiveTypeFlags & ForceEffective.kEnemy) != 0));
 }
Beispiel #3
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 public ActiveSkill(string name, float coolDown, CommandTarget.Type castType = CommandTarget.Type.kNoTarget, ForceEffective effectiveTypeFlags = ForceEffective.kSelf | ForceEffective.kOwn | ForceEffective.kAlly | ForceEffective.kEnemy)
     : base(name, coolDown)
 {
     m_castTargetType     = castType;
     m_effectiveTypeFlags = effectiveTypeFlags;
 }