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; }
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)); }
public abstract BasicAttack CreateBasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first = true, AttackSlotEnum slot = AttackSlotEnum.BASE_ATTACK_1);
/* 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; }
public RangedBasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first, AttackSlotEnum slot) : base(unit, target, critical, first, slot) { }
public MeleeBasicAttack(AIUnit unit, AttackableUnit target, bool critical, bool first = true, AttackSlotEnum slot = AttackSlotEnum.BASE_ATTACK_1) : base(unit, target, critical, first, slot) { }