Ejemplo n.º 1
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 static void MakeDirectPower()
 {
     RPG.Status      s     = Selection.activeObject as RPG.Status;
     RPG.PowerDirect power = CreateAsset <RPG.PowerDirect>(s.name + "Direct");
     power.effects    = new RPG.Status[1];
     power.effects[0] = s;
 }
Ejemplo n.º 2
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 static void MakeTogglePower()
 {
     RPG.Status      s     = Selection.activeObject as RPG.Status;
     RPG.PowerToggle power = CreateAsset <RPG.PowerToggle>(s.name + "Toggle");
     power.type       = GetDamageType(s, RPG.RPGSettings.DamageType.Magic);
     power.effects    = new RPG.Status[1];
     power.effects[0] = s;
 }
Ejemplo n.º 3
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 static void MakeBlockPower()
 {
     RPG.Status      s     = Selection.activeObject as RPG.Status;
     RPG.PowerDirect power = CreateAsset <RPG.PowerBlock>(s.name + "Block");
     power.type       = GetDamageType(s, RPG.RPGSettings.DamageType.Crushing);
     power.effects    = new RPG.Status[1];
     power.effects[0] = s;
 }
Ejemplo n.º 4
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 static void MakeMoveToPower()
 {
     RPG.Status      s     = Selection.activeObject as RPG.Status;
     RPG.PowerDirect power = CreateAsset <RPG.PowerMoveTo>(s.name + "MoveTo");
     power.effects    = new RPG.Status[1];
     power.effects[0] = s;
     power.icon       = AssetDatabase.LoadAssetAtPath <Sprite>("Assets/Gizmos/PowerMoveTo Icon.png");
 }
Ejemplo n.º 5
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 static void MakeAreaPower()
 {
     RPG.Status    s     = Selection.activeObject as RPG.Status;
     RPG.PowerArea power = CreateAsset <RPG.PowerArea>(s.name + "Area");
     power.type       = GetDamageType(s, RPG.RPGSettings.DamageType.Fire);
     power.effects    = new RPG.Status[1];
     power.effects[0] = s;
 }
Ejemplo n.º 6
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 static RPG.RPGSettings.DamageType GetDamageType(RPG.Status s, RPG.RPGSettings.DamageType def)
 {
     RPG.DamageOverTime dot = s as RPG.DamageOverTime;
     if (dot)
     {
         return(dot.damageType);
     }
     return(def);
 }