Ejemplo n.º 1
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 public WaterRuneSpell()
     : base(new BasicObjectInformation(abName, abDescription))
 {
     UnityEngine.Debug.Log("added behaviors to list");
     //  AbilityBehaviors.Add(new Ranged(10f, 20f));
     AbilityBehaviors.Add(new AreaOfEffect(20f, 3f, baseEffectDamage)); //radius size, how long, and damage
 }
Ejemplo n.º 2
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        }                                           // IReadOnlyCollection

        #endregion

        public Ability(int id, string name, AbilityTargets target, AbilityBehaviors behavior, AbilityKinds kind, ResourceKinds resourceKind, AmountOperators costType, int costAmount, int globalCooldown, int cooldown, int duration, SchoolTypes school, AbilityMechanics mechanic, DispelTypes dispelType, AbilityFlags flags, params AbilityEffect[] effects)
        {
            Id             = id;
            Name           = name;
            Target         = target;
            Behavior       = behavior;
            Kind           = kind;
            ResourceKind   = resourceKind;
            CostType       = costType;
            CostAmount     = costAmount;
            GlobalCooldown = globalCooldown;
            Cooldown       = cooldown;
            Duration       = duration;
            School         = school;
            Mechanic       = mechanic;
            DispelType     = dispelType;
            Flags          = flags;
            Effects        = effects?.ToList();
        }