public BasicAttackPositionMessage(uint sourceNetId, uint targetNetId, byte extraTime, uint futureProjectileNetId, AttackSlotEnum slot,
                                   Vector2 targetPosition, Vector2 sourcePosition, Vector2 middleOfMap) : base(sourceNetId)
 {
     this.extraTime             = extraTime;
     this.futureProjectileNetId = futureProjectileNetId;
     this.slot           = slot;
     this.targetNetId    = targetNetId;
     this.sourcePosition = sourcePosition;
     this.targetPosition = targetPosition;
 }
Example #2
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 public override BasicAttack CreateBasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first = true, AttackSlotEnum slot = AttackSlotEnum.BASE_ATTACK_1)
 {
     return(new RangedBasicAttack(unit, target, critical, first, slot));
 }
Example #3
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 public abstract BasicAttack CreateBasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first = true, AttackSlotEnum slot = AttackSlotEnum.BASE_ATTACK_1);
Example #4
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 /* const global.AttackDelay = 1.6;
  * const global.AttackDelayCastPercent = 0.3;
  *
  * if(CharacterRecord.AttackTotalTime > 0.0)
  * {
  * tmp = fminf(CharacterRecord.AttackTotalTime, CharacterRecord.AttackCastTime);
  * if(tmp > 0.0)
  * {
  * AttackDelayOffsetPercent = (CharacterRecord.AttackTotalTime / global.AttackDelay) + -1.0f;
  * AttackDelayCastOffsetPercent = (tmp / CharacterRecord.AttackTotalTime ) - global.AttackDelayCastPercent;
  * }
  * } */
 public BasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first = true, AttackSlotEnum slot = AttackSlotEnum.BASE_ATTACK_1)
 {
     this.Unit               = unit;
     this.Target             = target;
     this.Critical           = critical;
     this.DeltaAnimationTime = AnimationTime;
     this.First              = first;
     this.Slot               = slot;
 }
Example #5
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 public RangedBasicAttack(AIUnit unit, AttackableUnit target,
                          bool critical, bool first, AttackSlotEnum slot) : base(unit, target, critical, first, slot)
 {
 }
Example #6
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 public MeleeBasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first = true, AttackSlotEnum slot = AttackSlotEnum.BASE_ATTACK_1) : base(unit, target, critical, first, slot)
 {
 }