public ExplosionData() { ExplodeFX = new BattleFX(); IntroFX = new List <BattleFX>(); Emitter = new EmptyCircleSquareEmitter(); TileEmitter = new EmptyFiniteEmitter(); }
public SkinData(LocalText name, char symbol) { Name = name; Comment = ""; Symbol = symbol; LeaderFX = new BattleFX(); }
public BattleData(BattleData other) { ID = other.ID; Element = other.Element; Category = other.Category; HitRate = other.HitRate; SkillStates = other.SkillStates.Clone(); copyEventList <BattleEvent>(ref BeforeTryActions, other.BeforeTryActions, true); copyEventList <BattleEvent>(ref BeforeActions, other.BeforeActions, true); copyEventList <BattleEvent>(ref OnActions, other.OnActions, true); copyEventList <BattleEvent>(ref BeforeExplosions, other.BeforeExplosions, true); copyEventList <BattleEvent>(ref BeforeHits, other.BeforeHits, true); copyEventList <BattleEvent>(ref OnHits, other.OnHits, true); copyEventList <BattleEvent>(ref OnHitTiles, other.OnHitTiles, true); copyEventList <BattleEvent>(ref AfterActions, other.AfterActions, true); copyEventList <ElementEffectEvent>(ref ElementEffects, other.ElementEffects, true); IntroFX = new List <BattleFX>(); foreach (BattleFX fx in other.IntroFX) { IntroFX.Add(new BattleFX(fx)); } HitFX = new BattleFX(other.HitFX); HitCharAction = other.HitCharAction.Clone(); }
public ExplosionData(ExplosionData other) { TargetAlignments = other.TargetAlignments; HitTiles = other.HitTiles; Range = other.Range; Speed = other.Speed; ExplodeFX = new BattleFX(other.ExplodeFX); IntroFX = new List <BattleFX>(); foreach (BattleFX fx in other.IntroFX) { IntroFX.Add(new BattleFX(fx)); } Emitter = (CircleSquareEmitter)other.Emitter.Clone(); TileEmitter = (FiniteEmitter)other.TileEmitter.Clone(); }
public BattleData() { ID = -1; HitRate = -1; SkillStates = new StateCollection <SkillState>(); BeforeTryActions = new PriorityList <BattleEvent>(); BeforeActions = new PriorityList <BattleEvent>(); OnActions = new PriorityList <BattleEvent>(); BeforeExplosions = new PriorityList <BattleEvent>(); BeforeHits = new PriorityList <BattleEvent>(); OnHits = new PriorityList <BattleEvent>(); OnHitTiles = new PriorityList <BattleEvent>(); AfterActions = new PriorityList <BattleEvent>(); ElementEffects = new PriorityList <ElementEffectEvent>(); IntroFX = new List <BattleFX>(); HitFX = new BattleFX(); }
public IEnumerator <YieldInstruction> ProcessBattleFX(Loc userLoc, Loc targetLoc, Dir8 userDir, BattleFX fx) { //play sound GameManager.Instance.BattleSE(fx.Sound); //the animation FiniteEmitter fxEmitter = (FiniteEmitter)fx.Emitter.Clone(); fxEmitter.SetupEmit(targetLoc * GraphicsManager.TileSize, userLoc * GraphicsManager.TileSize, userDir); CreateAnim(fxEmitter, DrawLayer.NoDraw); SetScreenShake(new ScreenMover(fx.ScreenMovement)); yield return(new WaitForFrames(GameManager.Instance.ModifyBattleSpeed(fx.Delay, targetLoc))); }
public IEnumerator <YieldInstruction> ProcessBattleFX(Character user, Character target, BattleFX fx) { yield return(CoroutineManager.Instance.StartCoroutine(ProcessBattleFX(user.CharLoc, target.CharLoc, target.CharDir, fx))); }