Ejemplo n.º 1
0
        public void ActivateFunction(Dude d)
        {
            if (SoulButton==0 && _currentCDTime <= 0)
            {
                switch (Function)
                {
                    case "boost":
                        d.BoostTime = 5000;
                        _currentCDTime = _actualCDTime;
                        break;
                    case "shield":
                        d.ShieldTime = 10000;
                        _currentCDTime = _actualCDTime;
                        break;

                    default:
                        if (d.Weapon.GetType() == typeof(Weapons.Sword))
                        {
                            d.GiveWeapon(Function);
                            _currentCDTime = _actualCDTime;
                        }
                        break;
                }
            }

            if(SoulButton>0 && _currentCDTime >= _actualCDTime)
            {
                switch (Function)
                {
                    case "haste":
                        GameSession.Instance.ButtonController.HasteTime = 30000;
                        break;
                    case "meteors":
                        GameSession.Instance.SoulController.AirStrike(GameSession.Instance.Team1ClientType == GameClientType.Human ? 0 : 1);
                        break;
                    case "elite":
                        GameSession.Instance.SoulController.EliteSquad(GameSession.Instance.Team1ClientType == GameClientType.Human ? 0 : 1);
                        break;
                }

                if (GameSession.Instance.Team1ClientType == GameClientType.Human) GameSession.Instance.Team1SoulCount -= (int)_actualCDTime * SoulButton;
                if (GameSession.Instance.Team2ClientType == GameClientType.Human) GameSession.Instance.Team2SoulCount -= (int)_actualCDTime * SoulButton;
            }
        }
Ejemplo n.º 2
0
        private void ActivateFunction(AIAction a, Dude d)
        {
            if (a.CurrentCooldown <= 0)
            {
                a.CurrentCooldown = a.MaxCooldown;

                switch (a.Function)
                {
                    case "boost":
                        d.BoostTime = 5000;
                        break;
                    case "shield":
                        d.ShieldTime = 10000;
                        break;
                    default:
                        d.GiveWeapon(a.Function);
                        break;
                }
            }
        }