public override void PlaySkillStart(SkillBalanceData data)
 {
     switch (data.Key)
     {
         case SkillKey.WarriorAttack: PlayAttack(); return;
         case SkillKey.WarriorHeal: PlayHeal(); return;
         case SkillKey.WarriorStrongAttack: PlayStrongAttack(); return;
         case SkillKey.WarriorEvasion: PlayEvasion(); return;
         default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return;
     }
 }
 public override void PlaySkillStart(SkillBalanceData data)
 {
     switch (data.Key)
     {
         case SkillKey.ThiefStab: PlayStab(); return;
         case SkillKey.ThiefEvade: PlayEvade(); return;
         case SkillKey.ThiefSandAttack: PlaySandAttack(); return;
         case SkillKey.ThiefPoisonAttack: PlayPoisonAttack(); return;
         case SkillKey.ThiefAssassination: PlayAssasination(); return;
         default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return;
     }
 }
 public override void PlaySkillStart(SkillBalanceData data)
 {
     switch (data.Key)
     {
         case(SkillKey.MonkHeal): PlayHeal(); return;
         case(SkillKey.MonkSacrifice): PlaySacrifice(); return;
         case(SkillKey.MonkEquility): PlayEquility(); return;
         case(SkillKey.MonkRevenge): PlayRevenge(); return;
         case(SkillKey.MonkRecovery): PlayRecovery(); return;
         default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return;
     }
 }
 public override void PlaySkillStart(SkillBalanceData data)
 {
     switch (data.Key)
     {
         case SkillKey.PaladinMassHeal: PlayMassHeal(); return;
         case SkillKey.PaladinBash: PlayBash(); return;
         case SkillKey.PaladinDefense: PlayDefense(); return;
         case SkillKey.PaladinPurification: PlayPurification(); return;
         case SkillKey.PaladinBigMassHeal: PlayBigMassHeal(); return;
         case SkillKey.PaladinMassDefense: PlayMassDefense(); return;
         default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return;
     }
 }
 public override void PlaySkillStart(SkillBalanceData data)
 {
     switch (data.Key)
     {
         case SkillKey.ArcherReload: PlayReload(); break;
         case SkillKey.ArcherEvadeShot: PlayEvadeShot(); break;
         case SkillKey.ArcherSnipe: PlaySnipe(); break;
         case SkillKey.ArcherWeakPointAttack: PlayWeakPointAttack(); break;
         case SkillKey.ArcherArrowRain: PlayArrowRain(); break;
         default:
             Debug.LogError(LogMessages.EnumNotHandled(data.Key));
             return;
     }
 }
        public override void PlaySkillStart(SkillBalanceData data)
        {
            Attack();

            switch (data.Key)
            {
                case SkillKey.WizardFireBolt: PlayFireBolt(); return;
                case SkillKey.WizardIceBolt: PlayIceBolt(); return;
                case SkillKey.WizardLighteningBolt: PlayLighteningBolt(); return;
                case SkillKey.WizardFireBall: PlayFireBall(); return;
                case SkillKey.WizardIceSpear: PlayIceSpear(); return;
                case SkillKey.WizardLightening: PlayLightening(); return;
                default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return;
            }
        }
 protected SingleDelayedPerformSkillActor(SkillBalanceData data, Battle context, Character owner, Tick duration, Tick performTick)
     : base(data, context, owner)
 {
     _duration = duration;
     _performTick = performTick;
 }
 protected SingleDelayedPerformSkillActor(SkillBalanceData data, Battle context, Character owner)
     : this(data, context, owner, BattleBalance._.Data.Character.DefaultSkillDuration, BattleBalance._.Data.Character.DefaultSkillDelay)
 {
 }
 public NullSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
 }
Beispiel #10
0
 public MonkRecoverySkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     _arguments = Data.Arguments.ToObject<MonkRecoveryArguments>();
 }
Beispiel #11
0
 public ArcherArrowRainSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner, (Tick)3, (Tick)7)
 {
     Arguments = data.Arguments.ToObject<ArcherArrowRainArguments>();
 }
Beispiel #12
0
 public ArcherReloadSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
 }
 public virtual void PlaySkillStart(SkillBalanceData data)
 {
 }
Beispiel #14
0
 public PaladinDefenseSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
 }
 public AttackAndTestStunSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     _arguments = data.Arguments.ToObject<AttackAndTestStunArguments>();
 }
 public AttackSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     Arguments = new AttackSkillArguments(data.Arguments);
 }
 public void SetDescription(SkillBalanceData data)
 {
     _text.text = data.Describe();
 }
Beispiel #18
0
 public ArcherEvadeShotSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     _arguments = data.Arguments.ToObject<ArcherEvadeShotArguments>();
 }
 public EvasionSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     Arguments = new FiniteSkillArguments(data.Arguments);
 }
Beispiel #20
0
 public ArcherWeakPointAttackActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     _arguments = data.Arguments.ToObject<ArcherWeakPointArguments>();
 }
 public AttackAndGrantStatusConditionSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     _arguments = data.Arguments.ToObject<AttackAndGrantStatusConditionArguments>();
 }
Beispiel #22
0
 public WizardLighteningBoltSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
     _argument = data.Arguments.ToObject<WizardLighteningBoltArguments>();
 }
Beispiel #23
0
 public MonkSacrificeSkillActor(SkillBalanceData data, Battle context, Character owner)
     : base(data, context, owner)
 {
 }