Example #1
0
        public SkillEffect(string EffectTypeName, bool IsPassive, UnitEffectParams Params)
            : base(EffectTypeName, IsPassive)
        {
            if (Params != null)
            {
                this.Params = new UnitEffectParams(Params);
                this.Params.CopyGlobalIntoLocal();
                if (this.Params.LocalContext.EffectOwnerUnit != null && GameScreens.GameScreen.Debug != null)
                {
                    List <string> ListDebugText = new List <string>();
                    ListDebugText.Add("The context used was:");

                    if (this.Params.LocalContext.EffectOwnerSquad != null && !string.IsNullOrEmpty(this.Params.LocalContext.EffectOwnerSquad.SquadName))
                    {
                        ListDebugText.Add("Owner Squad: " + this.Params.LocalContext.EffectOwnerSquad.SquadName);
                    }
                    if (this.Params.LocalContext.EffectOwnerUnit != null)
                    {
                        ListDebugText.Add("Owner Unit: " + this.Params.LocalContext.EffectOwnerUnit.FullName);
                    }
                    if (this.Params.LocalContext.EffectOwnerCharacter != null)
                    {
                        ListDebugText.Add("Owner Pilot: " + this.Params.LocalContext.EffectOwnerCharacter.FullName);
                    }

                    if (this.Params.LocalContext.EffectTargetSquad != null && !string.IsNullOrEmpty(this.Params.LocalContext.EffectTargetSquad.SquadName))
                    {
                        ListDebugText.Add("Target Squad: " + this.Params.LocalContext.EffectTargetSquad.SquadName);
                    }
                    if (this.Params.LocalContext.EffectTargetUnit != null)
                    {
                        ListDebugText.Add("Target Unit: " + this.Params.LocalContext.EffectTargetUnit.FullName);
                    }
                    if (this.Params.LocalContext.EffectTargetCharacter != null)
                    {
                        ListDebugText.Add("Target Pilot: " + this.Params.LocalContext.EffectTargetCharacter.FullName);
                    }

                    GameScreens.GameScreen.Debug.AddDebugEffect(this, ListDebugText);
                }
            }
        }
Example #2
0
 public ActivateSpiritEffect(UnitEffectParams Params)
     : base(Name, false, Params)
 {
     _ActivateSpiritValue = string.Empty;
 }
Example #3
0
 public NullifyAttackEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
     ListAttack = new List <string>();
 }
Example #4
0
 public SkillEffect(string EffectTypeName, bool IsPassive)
     : base(EffectTypeName, IsPassive)
 {
     Params = null;
 }
 public RepairEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
Example #6
0
 public UnitEffectParams(UnitEffectParams Clone)
     : this(Clone.GlobalContext)
 {
 }
 public SwordCutEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
Example #8
0
 public AttackFirstEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public PostAttackEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
Example #10
0
 public IgnoreEnemySkillEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
     _IgnoreEnemySkillValue = string.Empty;
 }
 public ShootDownEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public BarrierEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public ShieldEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public PostMovementEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public NullifyAttackEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
     ArrayAttack = new string[0];
 }
Example #16
0
 public ExtraMovementsPerTurnEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public AutoDodgeEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
 public NullifyDamageEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }
Example #19
0
 public ResupplyEffect(UnitEffectParams Params)
     : base(Name, true, Params)
 {
 }