private StatusPool() { DizzyStatus dizzyStatus = new DizzyStatus(1); BloodDroppingStatus bloodDroppingStatus = new BloodDroppingStatus(1, 1); SlowStatus slowStatus = new SlowStatus(1, 1); ForceAttackStrongerStatus forceAttackStrongerStatus = new ForceAttackStrongerStatus(1, 1); allStatus.Add(dizzyStatus); allStatus.Add(bloodDroppingStatus); allStatus.Add(slowStatus); allStatus.Add(forceAttackStrongerStatus); }
public override void SkillEffect(Role user, Role customer) { //The magic is enough if (SpecialMagicHelper(user)) { //The magic hit the customer if (SpecialMagicHitHelper(user, customer)) { SlowStatus bloodDropping = new SlowStatus(slow_num, duration); GameObject.Find("RoleStatusManager").GetComponent <RoleInGameStatusManager>().StartCoroutine(bloodDropping.StartStatus(customer)); } } }
private Vector2 Move(Vector2 input) { return(input * MovementSpeed * SlowStatus.GetSlowAmount()); }
public static void WriteSlowStatus(this NetworkWriter writer, SlowStatus slowStatus) { writer.WriteSingle(slowStatus.GetSlowAmount()); }