void ExitCC(eCrowdControl type, FieldObject enemyUnit)
 {
     if (type == _curType)
     {
         enemyUnit._abilNameList.Remove(Name);
     }
 }
    void ExitCC(eCrowdControl type, FieldObject enemyUnit)
    {
        if (enemyUnit._team == _uCtrl._team)
        {
            return;
        }

        if (type == _curType)
        {
            enemyUnit._abilNameList.Remove(Name);

            enemyUnit.DefencePower += enemyUnit.DefaultDefencePower / Var[0];
        }

        enemyUnit.ExitCCFunction -= ExitCC;
    }
Beispiel #3
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    void ExitCC(eCrowdControl type, FieldObject enemyUnit)
    {
        if (enemyUnit._team == _uCtrl._team)
        {
            return;
        }

        if (type == _curType)
        {
            _uCtrl._abilNameList.Remove(Name);

            enemyUnit.AttackSpeed += enemyUnit.DefaultAttackSpeed / Var[0];
            enemyUnit.MoveSpeed   += enemyUnit.DefaultMoveSpeed / Var[1];
        }

        enemyUnit.ExitCCFunction -= ExitCC;
    }
    void ExitCC(eCrowdControl type, FieldObject enemyUnit)
    {
        if (enemyUnit._team == _uCtrl._team)
        {
            return;
        }

        if (type == _curType)
        {
            _uCtrl._abilNameList.Remove(Name);

            enemyUnit.DamageDot(Var[0]);
        }

        if (ccCount >= Time)
        {
            _uCtrl._abilNameList.Remove(Name);
            enemyUnit.ExitCCFunction -= ExitCC;
        }
    }