public Ability(BasicObjectInformation aBasicInfo) { objectInfo = aBasicInfo; behaviors = new List <global::AbilityBehaviors>(); cooldown = 0f; requiresTarget = false; canCastOnself = false; }
public Ability(BasicObjectInformation BasicInfo, List <AbilityBehavior> Behaviors) { objInfo = BasicInfo; behaviors = new List <AbilityBehavior>(); behaviors = Behaviors; requiresTarget = false; canCastOnSelf = false; }
// 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"); }
public Skill(BasicObjectInformation aInfo, int cost) { behaviors = new List <SkillBehavior>(); objectInfo = aInfo; UpgradeCost = cost; Cooldown = 0f; requiresTarget = false; canCastOnSelf = false; }
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; }
public Ability(BasicObjectInformation abasicinfo, List <AbilityBehaviors> abehaviors) { objectInfo = abasicinfo; behaviors = new List <AbilityBehaviors> (); behaviors = abehaviors; cooldown = 0f; requiresTarget = false; canCastOnSelf = false; }
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; }
public Ability(BasicObjectInformation aBasicInfo ,List<AbilityBehaviours> abehaviours) { objectInfo = aBasicInfo; behaviours = new List<AbilityBehaviours>(); behaviours = abehaviours; cooldown = 0; requiresTarget = false; canCastOnSelf = false; }
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; }
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; }
// Use this for initialization void Start() { // Basic player, 100 health PlayerInfo = new BasicObjectInformation("Player", 100); }
public AbilityBehaviors(BasicObjectInformation basicObjectInformation, BehaviorStartTimes startTime) { this.basicObjectInformation = basicObjectInformation; this.startTime = startTime; }
public SkillBehavior(BasicObjectInformation aInfo, BehaviorStartTime sTime) { objectInfo = aInfo; startTime = sTime; }
public AbilityBehaviours(BasicObjectInformation basicInfo, BehaviourStartTimes sTime) { objectInfo = basicInfo; startTime = sTime; }
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; }
public AbilityBehaviors(BasicObjectInformation basicInfo, BehaviorStartTimes sTime) { objectInfo = basicInfo; startTime = sTime; }
public AbilityBehavior(BasicObjectInformation BasicInfo, BehaviorStartTime StartTime) { objectInfo = BasicInfo; startTime = StartTime; }
public AbilityBehaviour(BasicObjectInformation info, ImpactTime aImpactTime) { objectInfo = info; impactTime = aImpactTime; }