public Flay(D4Hero hero) : base(hero, "Flay") { swingDuration = 0.25f; castDuration = 0.1f; recoverDuration = 0.25f; cooldownDuration = 0f; castWithoutTarget = false; BlocksInput = true; }
public LungingStrike(D4Hero hero) : base(hero, "LungingStrike") { BaseRange = 7f; swingDuration = 0.65f; castDuration = 0.1f; recoverDuration = 1f; cooldownDuration = 0f; castWithoutTarget = false; BlocksInput = true; }
public DoubleSwing(D4Hero hero) : base(hero, "DoubleSwing") { swingDuration = 0.45f; castDuration = 0.1f; recoverDuration = 0.55f; cooldownDuration = 0f; BaseRange = 1.5f; castWithoutTarget = true; BlocksInput = true; }
public Frenzy(D4Hero hero) : base(hero, "Frenzy") { swingDuration = 0.25f; castDuration = 0.1f; recoverDuration = 0.25f; cooldownDuration = 0f; castWithoutTarget = false; BlocksInput = true; _frenzyBuff = new FrenzyBuff(hero); hero.GetComponent <BuffController>().AddBuff(_frenzyBuff); }
private void Render(D4Hero hero) { Wipe(); foreach (var skill in hero.Controller.SlottedSkills) { var skillData = D4Data.Instance.Hellforge.GameData.Skills.FirstOrDefault(x => x.Name == skill.Value.SkillName); if (skillData == null) { Debug.Log("No skill data: " + skill.Value.SkillName); continue; } var skillRank = hero.Character.Allocations.GetPoints(AllocationType.Skill, skill.Value.SkillName); var clone = GameObject.Instantiate(_skillDpsTemplate, _skillDpsTemplate.transform.parent); var dmgInfo = skill.Value.BuildDamageInfo(true); hero.PostProcessDamage(dmgInfo); clone.Render(skillData, skillRank, dmgInfo); clone.gameObject.SetActive(true); _skillDpsRenderers.Add(clone); } gameObject.RebuildLayout(); }
public BasicMove(D4Hero hero) : base(hero, "BasicMove") { castWithoutTarget = true; BlocksInput = false; }
protected BaseSkill(D4Hero hero, string skillName) { this.hero = hero; SkillName = skillName; }
public FrenzyBuff(D4Hero hero) : base(hero) { _frenzyAffix = new Affix(_hero.Character, _frenzyAffixData, 0, 0); _frenzyAffix.AddNode(new AttributeModifier(_frenzyAffix, false)); }