new private void Start() { base.Start(); attack = new Attack(0.5f, 1, 0, 1.0f, 10, (Attackable attackable) => TargetingFunction.IsEnemy(this, attackable)); _skills = new[] { attack }; }
new private void Start() { base.Start(); //Offensive bonuses _faithBonus = new FaithBonus(BuilderHelper.GetBuilderById(CreatorId), 100f, 0.5f); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier> { _faithBonus, }; //Defensive bonuses _block = new Block(10f, 1f); defensiveModifiers.Add(_block); _attack = new Attack(0, 1.0f, this, 10, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }
new private void Start() { base.Start(); attack = new Attack(0, 1.0f, this, 10, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Effects = new List <Effect> { new FaithKill(new ResourceFaith(1), BuilderHelper.GetBuilderById(this.CreatorId), TargetingFunction.IsUnit) } }; Skills = new[] { attack }; }
new private void Start() { base.Start(); _attack = new Attack(150, 1.0f, this, 14, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)); _heal = new Heal(240, 1.0f, 0.2f, this, 60f, (Targetable attackable) => TargetingFunction.IsAllyUnit(this, attackable)); Skills = new Skill[] { _attack, _heal }; }
new private void Start() { base.Start(); attack = new Attack(0.5f, 1, 150, 1.0f, 14, (Attackable attackable) => TargetingFunction.IsEnemy(this, attackable)); heal = new Heal(0f, 0.125f, 240, 1.0f, 60f, (Attackable attackable) => TargetingFunction.IsAlly(this, attackable)); _skills = new Skill[] { attack, heal }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); CriticalHit criticalHit = new CriticalHit(0.2f, 2.0f); modifiers.Add(criticalHit); _attack = new Attack(0, 1.0f, this, 45, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }
new private void Start() { base.Start(); _infest = new Infest(0, 0, 2.5f, this, 0.3f, TargetingFunction.IsCorpse); _attack = new Attack(0, 1.0f / 0.8f, this, 12, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Effects = new List <Effect> { new Neurotoxin(0.2f, 0.2f, 1, (Targetable attackable) => TargetingFunction.IsEnemyUnit(this, attackable)) { Duration = 3 } } }; Skills = new[] { _attack }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); ArmorPierce armorPiercing = new ArmorPierce(0.5f); modifiers.Add(armorPiercing); attack = new Attack(0.0f, 1.0f / 0.8f, this, 40, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { attack }; }
new private void Start() { base.Start(); _attack = new Attack(150, 1.0f, this, 25, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)); _massHeal = new MassHeal(240, 1.0f, 0.2f, this, 60f, 75f, (Targetable attackable) => TargetingFunction.IsAllyUnit(this, attackable)); _overtimeHeal = new OvertimeHeal(2f, (Attackable attackable) => TargetingFunction.IsAllyUnit(this, attackable)); _healingAura = new Aura(75f, _overtimeHeal); _healingAura.ApplyOnTarget(this); Skills = new Skill[] { _attack, _massHeal }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); Defense def = new Defense(0.2f, (Attackable target) => TargetingFunction.IsAllyUnit(this, target)); Aura armorAura = new Aura(80, def); armorAura.ApplyOnTarget(this); ArmorPierce armorPiercing = new ArmorPierce(0.5f); modifiers.Add(armorPiercing); _attack = new Attack(0f, 1.0f, this, 45, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier> { new ArmorPierce(0.5f) }; Zeal zeal = new Zeal(0, _attack, 20, 0.03f); Surrounded surrounded = new Surrounded(150, this, zeal, (Targetable t) => t is Inquisitor); surrounded.ApplyOnTarget(this); _attack = new Attack(0f, 1.0f, this, 20, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }
new private void Start() { base.Start(); _modifiers = new List <IOffensiveModifier>(); ArmorPierce armorPiercing = new ArmorPierce(0.6f); _modifiers.Add(armorPiercing); _attack = new RangeAttack(100, 1f / 0.3f, this, 60, PooledEnum.THROWABLE_WEIGHT, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = _modifiers }; Skills = new Skill[] { _attack, }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); CriticalHit criticalHit = new CriticalHit(0.2f, 2.0f); modifiers.Add(criticalHit); attack = new Attack(0.5f, 1.0f, 0, 1.0f, 45, modifiers, (Attackable attackable) => TargetingFunction.IsEnemy(this, attackable)); _skills = new[] { attack }; }
public virtual Targetable MoveTarget() { return(TargetingFunction.GetClosestTarget(this, CastleHelper.GetCastle(!Allegiance), (Targetable Targetable) => TargetingFunction.IsEnemy(this, Targetable), DetectionRange * DetectionRange)); }
new private void Start() { base.Start(); //Offensive bonuses _faithBonus = new FaithBonus(Creator, 100f, 0.5f); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier> { _faithBonus, }; //Defensive bonuses _block = new Block(10f, 1f); defensiveModifiers.Add(_block); _attack = new Attack(1f, 1.0f, 0, 1.0f, 10, modifiers, (Attackable attackable) => TargetingFunction.IsEnemy(this, attackable)); _skills = new[] { _attack }; }
new private void Start() { base.Start(); _modifiers = new List <IOffensiveModifier>(); ArmorPierce armorPiercing = new ArmorPierce(0.6f); _modifiers.Add(armorPiercing); _attack = new Attack(0.5f, 0.3f, 100, 1.0f, 60, _modifiers, (Attackable attackable) => TargetingFunction.IsEnemy(this, attackable)); _skills = new Skill[] { _attack, }; }
public static Attackable GetClosestEnemy(Unit attacker) { Attackable target = attacker.EnemyCastle; float closestDistanceSqr = attacker.DetectionRange; foreach (Attackable potentialTarget in DetectSurroundings(attacker, (Attackable attackable) => TargetingFunction.IsEnemy(attacker, attackable))) { Vector3 directionToTarget = potentialTarget.transform.position - attacker.transform.position; float dSqrToTarget = directionToTarget.sqrMagnitude; if (dSqrToTarget < closestDistanceSqr && potentialTarget.gameObject != attacker) { closestDistanceSqr = dSqrToTarget; target = potentialTarget; } } return(target); }