public BuffRecov(int RecovTick, float RecovDeltaTime, float totalTime) { recovTick = 10; TRecovDeltaTime = RecovDeltaTime; BuffEndRule = new RuleTimeOver(totalTime); this.BuffType = BuffType.buff; }
public BuffKnockOver(Bot source, float time, Vector3 Velocity) { BuffEndRule = new RuleTimeOver(time); this.Velocity = Velocity; a = Velocity / time; a.y = 0; this.BuffType = BuffType.debuff; }
/// <summary> /// 构造医药包 /// </summary> /// <param name="RecovTick">每一跳回复的HP</param> /// <param name="RecovDeltaTime">每一跳的间隔</param> /// <param name="RecovTime">总回复时间</param> public HPBag(int RecovTick, float RecovDeltaTime, float RecovTime) : base(itemid, "能量包", "能够回复机械能量的注射装置", null) { this.RecovTick = RecovTick; this.RecovDeltaTime = RecovDeltaTime; this.totalTime = RecovTime; RuleUse = new RuleSkillInActive(Owner.Owner) & new RuleNoUsing(Owner); RuleUseComplete = new RuleTimeOver(5); RuleItemCancel = new RuleFalse(); }
public BuffDownGround(Bot source) { this.Source = source; this.BuffType = BuffType.debuff; BuffEndRule = new RuleTimeOver(1.2f); }
public GPBag() : base(itemid, "护甲包", "护甲包可以提供护甲", null) { RuleItemCancel = new RuleFalse(); RuleUse = new RuleSkillInActive(Owner.Owner) & new RuleNoUsing(Owner); RuleUseComplete = new RuleTimeOver(4); }