Example #1
0
        void SetOffsetHP(FightDataFormat fightData)
        {
            if (fightData.Type == CHARACTER_TYPE.HERO)
            {
                var _heroAttributes          = fightData.AttributeOriginCache as HeroAttributeFormat;
                var _attributesWithEquipment = HeroDataManager.Instance.CalculateAttributesWithEquipments(_heroAttributes, fightData.EquipmentList);

                var _INT = _attributesWithEquipment.INT;

                fightData.EquipmentList.ForEach(item => {
                    var _attributeOffset = (item.AttributesBuff as HeroAttributeFormat);
                    if (_attributeOffset != null)
                    {
                        _INT += (item.AttributesBuff as HeroAttributeFormat).INT;
                    }
                });

                var _HPMax = fightData.FinalAttributesCache.HPMax;

                var _HPOffset = _INT * (this.INTCp + base.root.Level * this.INTSp) + _HPMax * (this.HPMaxCp + base.root.Level * this.HPMaxSp) + this.NormCp + base.root.Level * this.NormSp;

                this.OffsetHP = Mathf.FloorToInt(_HPOffset);
            }
            else if (fightData.Type == CHARACTER_TYPE.ENEMY)
            {
                var _INT   = 0.0F;
                var _HPMax = fightData.FinalAttributesCache.HPMax;

                var _HPOffset = _INT * (this.INTCp + base.root.Level * this.INTSp) + _HPMax * (this.HPMaxCp + base.root.Level * this.HPMaxSp) + this.NormCp + base.root.Level * this.NormSp;

                this.OffsetHP = Mathf.FloorToInt(_HPOffset);
            }
        }
Example #2
0
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            this.OffsetHP = 0;

            if (base.TargetType == SKILL_TARGET_TYPE.SELF_GROUP)
            {
                this.SetOffsetHP(selfFightData);

                selfFightData.AttributesAggregateBuff.HP += this.OffsetHP;
                selfFightData.CalculateFinalAttributes();

                if (this.OffsetHP > 0)
                {
                    base.root.BattleInfoManagerScript.EnqueueMessage(
                        INFO_FORMAT_LABEL.HP_UP,
                        selfFightData, null,
                        this.OffsetHP);
                }
            }
            else if (base.TargetType == SKILL_TARGET_TYPE.OTHER_GROUP)
            {
                this.SetOffsetHP(otherFightData);

                otherFightData.AttributesAggregateBuff.HP += this.OffsetHP;
                otherFightData.CalculateFinalAttributes();

                if (this.OffsetHP > 0)
                {
                    base.root.BattleInfoManagerScript.EnqueueMessage(
                        INFO_FORMAT_LABEL.HP_UP,
                        null, otherFightData,
                        this.OffsetHP);
                }
            }
        }
Example #3
0
 public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
 {
     if (selfFightData.OneTurnFightData.IsBlast.Value)
     {
         selfFightData.OneTurnFightData.BlastPower = base.root.Level * this.NormSp + this.NormCp;
     }
 }
Example #4
0
        public override bool CheckSuccess(FightDataFormat selfFightData, FightDataFormat otherFightData)
        {
            if (CheckInterrupt())
            {
                return(false);
            }

            bool _result = false;

            if (this.SelfActiveState != TURN_STATES.NONE)
            {
                if (this.SelfActiveState == this.CurrentTurnState)
                {
                    _result = true;
                }
            }
            //
            //      if (this.OtherActiveState != TURN_STATES.NONE)
            //      {
            //        if (this.OtherActiveState == skill.TurnState)
            //        {
            //          _result = true;
            //        }
            //      }

            return(_result);
        }
        void ChangeHitTarget(FightDataFormat selfFightData, Queue <AbsCharacterController> targetQueue)
        {
            switch (selfFightData.Type)
            {
            case CHARACTER_TYPE.HERO:
            {
                if (this.TargetType == SKILL_TARGET_TYPE.OTHER_GROUP)
                {
                    var _manager = GameObject.FindObjectOfType <EnemyManager> ();
                    Enqueue(targetQueue, _manager.AliveList);
                }
                break;
            }

            case CHARACTER_TYPE.ENEMY:
            {
                if (this.TargetType == SKILL_TARGET_TYPE.OTHER_GROUP)
                {
                    var _manager = GameObject.FindObjectOfType <HeroManager> ();
                    Enqueue(targetQueue, _manager.AliveList);
                }
                break;
            }

            default:
                break;
            }
        }
Example #6
0
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            if (targetQueue.Count != 0 || selfFightData.FightType != BATTLE_FIGHT_TYPE.DEFENDER)
            {
                return;
            }

            switch (selfFightData.Type)
            {
            case CHARACTER_TYPE.HERO:
            {
                var _manager = GameObject.FindObjectOfType <HeroManager> ();
                this.Enqueue(targetQueue, _manager.AliveList, selfFightData.SlotID);
                break;
            }

            case CHARACTER_TYPE.ENEMY:
            {
                var _manager = GameObject.FindObjectOfType <EnemyManager> ();
                this.Enqueue(targetQueue, _manager.AliveList, selfFightData.SlotID);
                break;
            }

            default:
                break;
            }
        }
Example #7
0
        public void CheckSkillCondition(TURN_STATES state, FightDataFormat selfFightData, FightDataFormat otherFightData)
        {
            if (selfFightData.OneTurnFightData.AllSkillFailed != null && selfFightData.OneTurnFightData.AllSkillFailed.Value == true)
            {
                return;
            }

            var _currentStateSkillList = selfFightData.SkillList.FindAll(skill => {
                if (skill.Level < SkillOthers.LEVEL_MIN)
                {
                    return(false);
                }

                if (skill.SkillCondition.IsActive == true)
                {
                    return(false);
                }

                return(skill.SkillCondition.CheckState(state));
            });

            if (_currentStateSkillList == null)
            {
                return;
            }

            if (state == TURN_STATES.JUDGE_INITIATIVE_SKILL)
            {
                var _initProbabilitySkillList = _currentStateSkillList.FindAll(skill => {
                    if (skill.SkillCondition.IsActive == true)
                    {
                        return(false);
                    }

                    var _targetTrigger = skill.SkillCondition.TriggerList.Find(trigger => {
                        return(trigger.Type == SKILL_TRIGGER_TYPE.PROBABILITY && skill.Type == SKILL_TYPE.INITIATIVE);
                    });

                    return(_targetTrigger != null);
                });

                if (_initProbabilitySkillList != null)
                {
                    InitiativeSkillDrawBySlot(_initProbabilitySkillList, selfFightData);
                }
            }

            _currentStateSkillList.ForEach(skill => {
                if (skill.SkillCondition.IsActive)
                {
                    return;
                }

                if (skill.SkillCondition.CheckSuccess(selfFightData, otherFightData) && skill.Type != SKILL_TYPE.BUFF)
                {
                    InfoManagerInstance.EnqueueMessage(INFO_FORMAT_LABEL.ACTIVE_SKILL, selfFightData, otherFightData, skill);
                }
            });
        }
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            var _has = selfFightData.OneTurnFightData.IgnoreDefenderAttributeList.Contains(ATTRIBUTE_TYPE.AC);

            if (!_has)
            {
                selfFightData.OneTurnFightData.IgnoreDefenderAttributeList.Add(ATTRIBUTE_TYPE.AC);
            }
        }
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            if (this.TargetType == SKILL_TARGET_TYPE.SELF_GROUP)
            {
                selfFightData.OneTurnFightData.AllSkillFailed = true;

                base.root.BattleInfoManagerScript.EnqueueMessage(INFO_FORMAT_LABEL.SKILL_MUST_FAILED, selfFightData, otherFightData);
            }
        }
        public override bool CheckSuccess(FightDataFormat selfFightData, FightDataFormat otherFightData)
        {
            if (selfFightData.FightType == this.FightType)
            {
                return(true);
            }

            return(false);
        }
Example #11
0
        public override bool CheckSuccess(FightDataFormat selfFightData, FightDataFormat otherFightData)
        {
            if (this.IsForcedActive != null)
            {
                return(this.IsForcedActive.Value);
            }

            return(PJMath.ProbabilityHelper.TrySuccess(GetProbability()));
        }
Example #12
0
        public void ActiveSkill(TURN_STATES state, FightDataFormat selfFightData, FightDataFormat otherFightData = null, Queue <AbsCharacterController> targetQueue = null)
        {
            if (selfFightData.OneTurnFightData.AllSkillFailed != null && selfFightData.OneTurnFightData.AllSkillFailed.Value == true)
            {
                return;
            }

            CheckSkillCondition(state, selfFightData, otherFightData);
            ActiveEffect(state, selfFightData, otherFightData, targetQueue);
        }
Example #13
0
        public void Active(FightDataFormat fightData)
        {
            var _power = Mathf.FloorToInt(this.Power);

            fightData.AttributesAggregateBuff.HP -= _power;

            this.BattleInfoManagerScript.EnqueueMessage(ConstCollections.PJEnums.Battle.INFO_FORMAT_LABEL.SKILL_DOT_BURN_DAMAGE, fightData, null, _power);

            this.Damp();
        }
Example #14
0
        public IEnumerator ActiveSkillCoroutine(TURN_STATES state, FightDataFormat selfFightData, FightDataFormat otherFightData = null, Queue <AbsCharacterController> targetQueue = null)
        {
            if (selfFightData.OneTurnFightData.AllSkillFailed != null && selfFightData.OneTurnFightData.AllSkillFailed.Value == true)
            {
                yield break;
            }

            CheckSkillCondition(state, selfFightData, otherFightData);
            ActiveEffect(state, selfFightData, otherFightData, targetQueue);
            yield break;
        }
Example #15
0
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            switch (this.Type)
            {
            case DOT_TYPE.BURN:
            {
                var _dotPoisonPower = 0.0F;
                var _posion         = selfFightData.DotManager.DotList.Find(dot => dot.Type == DOT_TYPE.POISON);
                if (_posion != null)
                {
                    _dotPoisonPower = _posion.Power;
                }

                float _VIT = 0;

                if (selfFightData.Type == CHARACTER_TYPE.HERO)
                {
                    var _heroAttributes          = selfFightData.AttributeOriginCache as HeroAttributeFormat;
                    var _attributesWithEquipment = HeroDataManager.Instance.CalculateAttributesWithEquipments(_heroAttributes, selfFightData.EquipmentList);

                    _VIT = _attributesWithEquipment.VIT;
                }

                this.Power = _VIT * (this.INTCp + base.root.Level * this.INTSp) + selfFightData.FinalAttributesCache.ATK * (this.ATKCp + base.root.Level * this.ATKSp) + _dotPoisonPower * this.PoisonCp;

                otherFightData.DotManager.Add(new DataManagement.GameData.FormatCollection.Battle.Dot.BattleDotFormat(this.Type, this.Power, this.Damp));

                base.root.BattleInfoManagerScript.EnqueueMessage(INFO_FORMAT_LABEL.SKILL_DOT_BURN_ATTACH, null, otherFightData, Mathf.FloorToInt(this.Power));
                break;
            }

            case DOT_TYPE.POISON:
            {
                float _VIT = 0;

                if (selfFightData.Type == CHARACTER_TYPE.HERO)
                {
                    var _heroAttributes          = selfFightData.AttributeOriginCache as HeroAttributeFormat;
                    var _attributesWithEquipment = HeroDataManager.Instance.CalculateAttributesWithEquipments(_heroAttributes, selfFightData.EquipmentList);

                    _VIT = _attributesWithEquipment.VIT;
                }

                var _power = _VIT * (this.INTCp + base.root.Level * this.INTSp) + selfFightData.FinalAttributesCache.ATK * (this.ATKCp + base.root.Level * this.ATKSp);

                otherFightData.DotManager.Add(new DataManagement.GameData.FormatCollection.Battle.Dot.BattleDotFormat(this.Type, _power, this.Damp));
                break;
            }

            default:
                break;
            }
        }
Example #16
0
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            selfFightData.OneTurnFightData.AttributesBuff.CRI += base.root.Level * this.CRISp;
            selfFightData.OneTurnFightData.AttributesBuff.AC  += base.root.Level * this.ACSp;
            selfFightData.OneTurnFightData.AttributesBuff.RES += base.root.Level * this.RESSp;
            var _hp = Mathf.FloorToInt(base.root.Level * this.HPMaxSp);

            selfFightData.OneTurnFightData.AttributesBuff.HPMax += _hp;
            selfFightData.OneTurnFightData.AttributesBuff.HP    += _hp;

            selfFightData.CalculateFinalAttributes();
        }
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            if (TargetType == SKILL_TARGET_TYPE.OTHER_GROUP)
            {
                float _damageATK     = selfFightData.FinalAttributesCache.ATK;
                float _damageDeltaHP = selfFightData.FinalAttributesCache.HPMax - selfFightData.FinalAttributesCache.HP;

                float _damageNorm = this.root.Level * this.NormSp + this.NormCp;

                selfFightData.OneTurnFightData.AttackerPower = Mathf.FloorToInt(_damageATK + _damageDeltaHP * _damageNorm);

                Debug.LogWarningFormat("{0} LastStandAttackPower is actived", selfFightData.Type);
            }
        }
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            this.OffsetAttributes.ClearToZero();

            var _roundOffset = 0;

            _roundOffset = base.root.Level / (int)this.AttributeTable.ATKSp;
            this.OffsetAttributes.ATK = this.AttributeTable.ATKCp + _roundOffset;
            _roundOffset = base.root.Level / (int)this.AttributeTable.DEFSp;
            this.OffsetAttributes.DEF = this.AttributeTable.DEFCp + _roundOffset;

            _roundOffset = base.root.Level / (int)this.AttributeTable.CRISp;
            this.OffsetAttributes.CRI = this.AttributeTable.CRICp + _roundOffset;
            _roundOffset = base.root.Level / (int)this.AttributeTable.AVDSp;
            this.OffsetAttributes.AVD = this.AttributeTable.AVDCp + _roundOffset;
            _roundOffset = base.root.Level / (int)this.AttributeTable.HITSp;
            this.OffsetAttributes.HIT = this.AttributeTable.HITCp + _roundOffset;

            _roundOffset             = base.root.Level / (int)this.AttributeTable.ACSp;
            this.OffsetAttributes.AC = this.AttributeTable.ACCp + _roundOffset;

            if (base.TargetType == SKILL_TARGET_TYPE.SELF_GROUP)
            {
                if (this.AttributeTable.IsAggregate)
                {
                    selfFightData.AttributesAggregateBuff += this.OffsetAttributes;
                }
                else
                {
                    selfFightData.OneTurnFightData.AttributesBuff += this.OffsetAttributes;
                }

                selfFightData.CalculateFinalAttributes();
            }
            else if (base.TargetType == SKILL_TARGET_TYPE.OTHER_GROUP)
            {
                if (this.AttributeTable.IsAggregate)
                {
                    otherFightData.AttributesAggregateBuff += this.OffsetAttributes;
                }
                else
                {
                    otherFightData.OneTurnFightData.AttributesBuff += this.OffsetAttributes;
                }

                otherFightData.CalculateFinalAttributes();

                ShowDefenderInfo(selfFightData, otherFightData);
            }
        }
Example #19
0
        public bool ActiveEffect(TURN_STATES state, FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            bool _success = false;

            if (selfFightData.OneTurnFightData.AllSkillFailed != null && selfFightData.OneTurnFightData.AllSkillFailed.Value == true)
            {
                return(_success);
            }

            selfFightData.SkillList.ForEach(skill => {
                if (skill.SkillCondition.IsActive == false)
                {
                    return;
                }

                // Not active yet & state
                var _targetList = skill.EffectList.FindAll(effect => {
                    if (effect.EffectCondition.IsActive)
                    {
                        return(false);
                    }

                    return(effect.EffectCondition.CheckState(state));
                });

                if (_targetList == null)
                {
                    return;
                }

                // Check condition & active effect
                _targetList.ForEach(effect => {
                    effect.EffectCondition.CheckSuccess(selfFightData, otherFightData);

                    if (effect.EffectCondition.IsActive)
                    {
                        effect.Active(selfFightData, otherFightData, targetQueue);
                        _success = true;
                    }
                    else
                    {
//            Debug.LogFormat("Effect [{0}] didn't active",effect);
                    }
                });
            });

            return(_success);
        }
Example #20
0
        IMultiLangString <AbsMultiLanguageTable> GenerateCharacterName(FightDataFormat data)
        {
            if (data == null)
            {
                return(null);
            }

            IMultiLangString <AbsMultiLanguageTable> _strFormat = null;

            switch (data.Type)
            {
            case CHARACTER_TYPE.HERO:
            {
                var _attributes = data.AttributeOriginCache as HeroAttributeFormat;
                var _id         = BattleStringFormatTableReader.Instance.FindID(INFO_FORMAT_LABEL.HERO_NAME);
                _strFormat = new MultiLangString <BattleStringFormatTable> (_id, BattleStringFormatTableReader.Instance, _attributes.NameString);
                break;
            }

            case CHARACTER_TYPE.ENEMY:
            {
                var _attributes = data.AttributeOriginCache as EnemyAttributeFormat;
                var _id         = BattleStringFormatTableReader.Instance.FindID(INFO_FORMAT_LABEL.ENEMY_NAME);
                _strFormat = new MultiLangString <BattleStringFormatTable> (_id, BattleStringFormatTableReader.Instance, _attributes.NameString);
                break;
            }

            default:
                break;
            }

            if (_strFormat != null)
            {
                _strFormat.DisattachLangUpdate();
                if (data.FightType == BATTLE_FIGHT_TYPE.DEFENDER)
                {
                    _strFormat.PrefixSpaceNumber = this.DefenderSpace;
                }
            }

            return(_strFormat);
        }
Example #21
0
        public override bool CheckSuccess(FightDataFormat selfFightData, FightDataFormat otherFightData)
        {
            switch (this.CompareType)
            {
            case COMPARE_TYPE.GREATER:
            {
                var _attribute = selfFightData.FinalAttributesCache;
                var _delta     = _attribute.ATK - _attribute.MAG;
                if (_delta > this.Delta_ATK_MAG)
                {
                    return(PJMath.ProbabilityHelper.TrySuccess(this.Probability));
                }
                return(false);
            }

            default:
            {
                return(false);
            }
            }
        }
 void ShowDefenderInfo(FightDataFormat selfFightData, FightDataFormat otherFightData)
 {
     if (this.OffsetAttributes.AC < 0)
     {
         base.root.BattleInfoManagerScript.EnqueueMessage(
             INFO_FORMAT_LABEL.DEFENDER_AC_DOWN,
             selfFightData,
             otherFightData,
             Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.AC)));
     }
     else if (this.OffsetAttributes.ATK < 0 && this.OffsetAttributes.DEF < 0)
     {
         base.root.BattleInfoManagerScript.EnqueueMessage(
             INFO_FORMAT_LABEL.DEFENDER_ATK_DOWN_DEF_DOWN,
             selfFightData,
             otherFightData,
             Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.ATK)),
             Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.DEF)));
     }
     else if (this.OffsetAttributes.HIT < 0 && this.OffsetAttributes.AVD < 0)
     {
         if (this.OffsetAttributes.CRI < 0)
         {
             base.root.BattleInfoManagerScript.EnqueueMessage(
                 INFO_FORMAT_LABEL.DEFENDER_HIT_DOWN_AVD_DOWN_CRI_DOWN,
                 selfFightData,
                 otherFightData,
                 Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.HIT)),
                 Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.AVD)),
                 Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.CRI)));
             return;
         }
         base.root.BattleInfoManagerScript.EnqueueMessage(
             INFO_FORMAT_LABEL.DEFENDER_HIT_DOWN_AVD_DOWN,
             selfFightData,
             otherFightData,
             Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.HIT)),
             Mathf.Abs(Mathf.FloorToInt(this.OffsetAttributes.AVD)));
     }
 }
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            selfFightData.OneTurnFightData.SkillAffectRange = this.AffectRange;
            selfFightData.OneTurnFightData.SkillAffectType  = this.AffectType;

            if (this.CustomAffectSlotIDList.Count > 0)
            {
                selfFightData.OneTurnFightData.SkillCustomAffectSlotIDList = this.CustomAffectSlotIDList.CloneEx();
            }

            switch (this.AffectType)
            {
            case SKILL_AFFECT_TYPE.CHANGE_HIT_TARGET:
            {
                ChangeHitTarget(selfFightData, targetQueue);
                break;
            }

            default:
                break;
            }
        }
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            selfFightData.SkillList.ForEach(skill => {
                skill.SkillCondition.TriggerList.ForEach(trigger => {
                    ITrickLearning _iTrickLearning = trigger as ITrickLearning;
                    if (_iTrickLearning != null && _iTrickLearning.EnableTrickLearning)
                    {
                        _iTrickLearning.TrickLearningOffset = skill.Level * this.trickLearningCp;
                    }
                });

//        skill.EffectList.ForEach(effect => {
//          effect.EffectCondition.TriggerList.ForEach(trigger =>{
//            ITrickLearning _iTrickLearning = trigger as ITrickLearning;
//            if(_iTrickLearning != null)
//            {
//              _iTrickLearning.TrickLearningOffset = this.trickLearningOffset;
//            }
//          });
//        });
            });
        }
Example #25
0
        IMultiLangString <AbsMultiLanguageTable> GenerateDamage(FightDataFormat attackerData, FightDataFormat defenderData)
        {
            IMultiLangString <AbsMultiLanguageTable> _damageString = null;

            if (attackerData.OneTurnFightData.IsBlast.Value)
            {
                var _id = BattleStringFormatTableReader.Instance.FindID(INFO_FORMAT_LABEL.BLAST_DAMAGE);
                _damageString = new MultiLangString <BattleStringFormatTable> (_id, BattleStringFormatTableReader.Instance, defenderData.OneTurnFightData.GetDamageFinal);
            }
            else
            {
                var _id = BattleStringFormatTableReader.Instance.FindID(INFO_FORMAT_LABEL.NORMAL_DAMAGE);
                _damageString = new MultiLangString <BattleStringFormatTable> (_id, BattleStringFormatTableReader.Instance, defenderData.OneTurnFightData.GetDamageFinal);
            }

            if (_damageString != null)
            {
                _damageString.DisattachLangUpdate();
            }

            return(_damageString);
        }
Example #26
0
        public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
        {
            selfFightData.OneTurnFightData.IsHitSuccess = true;

            switch (selfFightData.Type)
            {
            case CHARACTER_TYPE.ENEMY:
            {
                var name = (selfFightData.AttributeOriginCache as EnemyAttributeFormat).NameString;
                Debug.LogWarningFormat("[Enemy] {0} : MUST_HIT actived", name);
                break;
            }

            case CHARACTER_TYPE.HERO:
            {
                var name = (selfFightData.AttributeOriginCache as HeroAttributeFormat).NameString;
                Debug.LogWarningFormat("[Hero] {0} : MUST_HIT actived", name);
                break;
            }

            default:
                break;
            }
        }
Example #27
0
 public int CalculateDamageToOther(FightDataFormat attacker, FightDataFormat defender)
 {
     return(attacker.OneTurnFightData.CalculateDamageToOther(attacker, defender));
 }
Example #28
0
 public float CalculateAttackerPower(FightDataFormat attacker, FightDataFormat defender)
 {
     return(attacker.OneTurnFightData.CalculateAttackPower(attacker, defender));
 }
Example #29
0
 public bool BlastSuccess(FightDataFormat attacker, FightDataFormat defender)
 {
     return(attacker.OneTurnFightData.BlastSuccess(attacker, defender));
 }
 public override void Active(FightDataFormat selfFightData, FightDataFormat otherFightData, Queue <AbsCharacterController> targetQueue)
 {
     selfFightData.OneTurnFightData.HitCount = this.HitCount;
 }