public Ability(BasicObjectInformation aBasicInfo)
 {
     objectInfo     = aBasicInfo;
     behaviors      = new List <global::AbilityBehaviors>();
     cooldown       = 0f;
     requiresTarget = false;
     canCastOnself  = false;
 }
Example #2
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 public Ability(BasicObjectInformation BasicInfo, List <AbilityBehavior> Behaviors)
 {
     objInfo        = BasicInfo;
     behaviors      = new List <AbilityBehavior>();
     behaviors      = Behaviors;
     requiresTarget = false;
     canCastOnSelf  = false;
 }
Example #3
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 // Use this for initialization
 void Start()
 {
     //  Starting the boss with 200 health.
     BossInformation = new BasicObjectInformation("FinalBoss", 200);
     rend            = GetComponent <Renderer>();
     rend.enabled    = true;
     Player          = GameObject.FindWithTag("Player");
 }
Example #4
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 public Skill(BasicObjectInformation aInfo, int cost)
 {
     behaviors      = new List <SkillBehavior>();
     objectInfo     = aInfo;
     UpgradeCost    = cost;
     Cooldown       = 0f;
     requiresTarget = false;
     canCastOnSelf  = false;
 }
Example #5
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 public Ability(BasicObjectInformation BasicInfo, List <AbilityBehavior> Behaviors, int CoolDownTime, bool RequiresTarget, bool CanCastOnSelf)
 {
     objInfo        = BasicInfo;
     behaviors      = new List <AbilityBehavior>();
     behaviors      = Behaviors;
     cooldownTime   = CoolDownTime;
     requiresTarget = RequiresTarget;
     canCastOnSelf  = CanCastOnSelf;
 }
Example #6
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 public Ability(BasicObjectInformation abasicinfo, List <AbilityBehaviors> abehaviors)
 {
     objectInfo     = abasicinfo;
     behaviors      = new List <AbilityBehaviors> ();
     behaviors      = abehaviors;
     cooldown       = 0f;
     requiresTarget = false;
     canCastOnSelf  = false;
 }
Example #7
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 public Ability(BasicObjectInformation aBasicInfo, List <AbilityBehaviors> abehaviors, bool arequireTarget, float acooldown, GameObject abilityPb)
 {
     objectInfo = aBasicInfo;
     behaviors  = abehaviors;
     cooldown   = acooldown;
     //   requiresTarget = arequireTarget;
     //  canCastOnSelf = false;
     abilityPrefab = abilityPb;
 }
Example #8
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 public Ability(BasicObjectInformation aBasicInfo ,List<AbilityBehaviours> abehaviours)
 {
     objectInfo = aBasicInfo;
     behaviours = new List<AbilityBehaviours>();
     behaviours = abehaviours;
     cooldown = 0;
     requiresTarget = false;
     canCastOnSelf = false;
 }
Example #9
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 public Ability(BasicObjectInformation aBasicInfo, List<AbilityBehaviours> abehaviours, bool arequiresTarget, float acooldown, GameObject aparticle)
 {
     objectInfo = aBasicInfo;
     behaviours = new List<AbilityBehaviours>();
     behaviours = abehaviours;
     cooldown = acooldown;
     requiresTarget = arequiresTarget;
     canCastOnSelf = false;
     particleEffect = aparticle;
 }
 public Ability(BasicObjectInformation aBasicInfo, List <AbilityBehaviors> abehaviors, bool arequiresTarget, float acooldown, GameObject aparticleE)
 {
     objectInfo     = aBasicInfo;
     behaviors      = new List <AbilityBehaviors>();
     behaviors      = abehaviors;
     cooldown       = acooldown;
     requiresTarget = arequiresTarget;
     canCastOnself  = false;
     particleEffect = aparticleE;
 }
Example #11
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 public Skill(BasicObjectInformation aInfo, float cd, int cost, List <SkillBehavior> abehav, bool reqTarg, bool canCast, GameObject partEff)
 {
     objectInfo     = aInfo;
     canCastOnSelf  = canCast;
     particleEffect = partEff;
     behaviors      = new List <SkillBehavior>();
     behaviors      = abehav;
     requiresTarget = reqTarg;
     Cooldown       = cd;
     UpgradeCost    = cost;
 }
Example #12
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 // Use this for initialization
 void Start()
 {
     // Basic player, 100 health
     PlayerInfo = new BasicObjectInformation("Player", 100);
 }
Example #13
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 public AbilityBehaviors(BasicObjectInformation basicObjectInformation, BehaviorStartTimes startTime)
 {
     this.basicObjectInformation = basicObjectInformation;
     this.startTime = startTime;
 }
Example #14
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 public SkillBehavior(BasicObjectInformation aInfo, BehaviorStartTime sTime)
 {
     objectInfo = aInfo;
     startTime  = sTime;
 }
 public AbilityBehaviours(BasicObjectInformation basicInfo, BehaviourStartTimes sTime)
 {
     objectInfo = basicInfo;
     startTime = sTime;
 }
Example #16
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    public List <string> valigTargets; // the list will have target like player or null to know if they can cast it or not

    public Ability(BasicObjectInformation _objectInfo, List <string> _validTargets)
    {
        objectInfo   = _objectInfo;
        valigTargets = _validTargets;
    }
Example #17
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 public AbilityBehaviors(BasicObjectInformation basicInfo, BehaviorStartTimes sTime)
 {
     objectInfo = basicInfo;
     startTime  = sTime;
 }
Example #18
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 public AbilityBehavior(BasicObjectInformation BasicInfo, BehaviorStartTime StartTime)
 {
     objectInfo = BasicInfo;
     startTime  = StartTime;
 }
Example #19
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 public AbilityBehaviour(BasicObjectInformation info, ImpactTime aImpactTime)
 {
     objectInfo = info;
     impactTime = aImpactTime;
 }