public Bullet(float HealthChange, float TravelSpeed, IImpactEffect Effect, Texture2D Texture) { this.HealthChange = HealthChange; this.Effect = Effect; this.Texture = Texture; this.TravelSpeed = TravelSpeed; }
public static IImpactEffect[] CreateImpactEffects(SkillData data) { IImpactEffect[] impacts = new IImpactEffect[data.impactType.Length]; for (int i = 0; i < data.impactType.Length; i++) { string classNameImpact = string.Format("{0}Impact", data.impactType[i]); impacts[i] = CreateObject <IImpactEffect>(classNameImpact); } return(impacts); }
public static IImpactEffect[] CreateImpactEffects(SkillData data) { // 选取对象 //currentSkillData.impactType ---> IImpactEffect[] IImpactEffect[] effectArr = new IImpactEffect[data.impactType.Length]; for (int i = 0; i < effectArr.Length; i++) { //Type type = Type.GetType("ARPGDemo.Skill." + data.impactType[i] + "ImpactEffect"); effectArr[i] = CreateObject <IImpactEffect>("ARPGDemo.Skill." + data.impactType[i] + "ImpactEffect"); } return(effectArr); }
public static IImpactEffect[] CreateImpactEffects(SkillData data) { IImpactEffect[] impacts = new IImpactEffect[data.skillImpactTypes.Length]; for (int i = 0; i < impacts.Length; i++) { string className = string.Format("VFramework.Skill.{0}Impact", data.skillImpactTypes[i]); impacts[i] = CreateObject <IImpactEffect>(className); } return(impacts); }
public static IImpactEffect[] CreateImpactEffects(SkillData data) { IImpactEffect[] impacts = new IImpactEffect[data.impactType.Length]; //命名规范:impactTpye[?] + Impact //例如消耗法力:CostSPImpact for (int i = 0; i < data.impactType.Length; ++i) { string classNameImpact = string.Format("{0}Impact", data.impactType[i]); impacts[i] = CreatObject <IImpactEffect>(classNameImpact); } return(impacts); }
/// <summary> /// 创建影响效果对象 /// </summary> /// <param name="data"></param> /// <returns></returns> public static IImpactEffect[] CreateImpactEffects(SkillData data) { ImpactType[] impactTypes = data.impactType; IImpactEffect[] impacts = new IImpactEffect[impactTypes.Length]; for (int i = 0; i < impactTypes.Length; i++) { ImpactType impactType = impactTypes[i]; string classNameImpact = $"SkillSystem.{impactType}ImpactEffect"; impacts[i] = CreateObject <IImpactEffect> (classNameImpact); } return(impacts); }
public static IImpactEffect[] CreateImpactEffect(SkillData skillData) { //效果命名规范:EveryFunc.Skill. + 枚举名 + Impact //例子: EveryFunc.Skill.StrikeImpact IImpactEffect[] impactArrays = new IImpactEffect[skillData.impactType.Length]; for (int i = 0; i < skillData.impactType.Length; i++) { string classNameImpact = string.Format("EveryFunc.Skill.{0}Impact", skillData.impactType[i]); impactArrays[i] = CreateObject <IImpactEffect> (classNameImpact); } return(impactArrays); }
public static IImpactEffect[] CreateImpactEffects(SkillData skillData) { IImpactEffect[] impactArray = new IImpactEffect[skillData.impactType.Length]; //影响(数组类型) //影响效果命名规则 //ARPG.Skill.+impactTypy[?]+Impact for (int i = 0; i < skillData.impactType.Length; i++) { string classNameImapct = string.Format("ARPG.Skill.{0}ImpactEffect", skillData.impactType[i]); impactArray[i] = CreateObject <IImpactEffect>(classNameImapct); } return(impactArray); }
public Enemy Clone(Enemy enemy) { Name = enemy.Name; Bounty = enemy.Bounty; Damage = enemy.Damage; MaxHealthPoints = enemy.MaxHealthPoints; HealthPoints = enemy.HealthPoints; Bounty = enemy.Bounty; ImpactEffect = enemy.ImpactEffect; Texture = enemy.Texture; Speed = enemy.Speed; IsDiffBoosted = false; Dead = false; Disabled = false; EnemyID = enemy.EnemyID; Scale = enemy.Scale; return(this); }