public override void CheckAbnormality(S_ABNORMALITY_END p) { if (!Game.IsMe(p.TargetId)) { return; } if (!IsViewModelAvailable <BerserkerLayoutVM>(out var vm)) { return; } CheckUnleashAbnormals(p); switch (p.AbnormalityId) { case BloodlustId: vm !.Bloodlust.StopEffect(); break; case FieryRageId: vm !.FieryRage.StopEffect(); break; case UnleashId: vm !.Unleash.StopEffect(); vm !.IsUnleashOn = false; vm !.IsUnleashOff = true; break; } }
/// <inheritdoc /> public MapBonus Convert(MapBonusDTO value, object state) { var entity = new Bloodlust(); this.Merge(entity, value, state); return(entity); }
/// <summary>Converts the given object of type <see cref="MapBonusDataContract"/> to an object of type <see cref="MapBonus"/>.</summary> /// <param name="value">The value to convert.</param> /// <param name="state"></param> /// <returns>The converted value.</returns> public MapBonus Convert(MapBonusDataContract value, object state) { if (value == null) { throw new ArgumentNullException("value", "Precondition: value != null"); } MapBonus mapBonus; if (string.Equals(value.Type, "bloodlust", StringComparison.OrdinalIgnoreCase)) { mapBonus = new Bloodlust(); } else { mapBonus = new UnknownMapBonus(); } var owner = value.Owner; if (owner != null) { mapBonus.Owner = this.converterForTeamColor.Convert(owner, state); } return(mapBonus); }
public Skill CreateSkill(Player player) { List <Skill> playerSkills = player.ListOfSkills; Skill known = CheckContent(playerSkills); if (known == null) { Bloodlust s1 = new Bloodlust(); Heal s2 = new Heal(); Rage s3 = new Rage(); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s2.MinimumLevel <= player.Level) { tmp.Add(s2); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else if (known.decoratedSkill == null) { BloodlustDecorator s1 = new BloodlustDecorator(known); HealDecorator s2 = new HealDecorator(known); RageDecorator s3 = new RageDecorator(known); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else { return(null); } }
// Use this for initialization void Start() { speedModifiers = new List <SpeedModifier>(); rb = GetComponent <Rigidbody>(); playerStat = GetComponent <PlayerStatus>(); playerStat.StartPlayerStatus(); blood = GetComponent <Bloodlust>(); blood.StartBloodlust(); dash = GetComponent <Dash>(); dash.StartDash(); swordAttack = Instantiate(cleaveAttacks[0], bodyAnimator.transform.position, bodyAnimator.transform.rotation, bodyAnimator.transform); currentCleaveAttack = Instantiate(cleaveAttacks[MutationManager.Instance.TentacleMutation.CurrentLevel], bodyAnimator.transform.position, bodyAnimator.transform.rotation, bodyAnimator.transform); currentCleaveAttack.SetActive(false); bodyAnimator.SetInteger("CleaveLevel", MutationManager.Instance.TentacleMutation.CurrentLevel); stunned = false; isStunnable = true; swordReady = true; hopping = false; rot = 0; attackTimer = 1000; cleaveTimer = 1000; currencySound = GetComponent <AudioSource>(); }
// Implement this method in a buddy class to set properties that are specific to 'Bloodlust' (if any) partial void Merge(Bloodlust entity, MapBonusDTO dto, object state);
public BuffProxy(GetUnitDelegate del, AuraProxy ar) : base(del) { Source = ar; pre_steady_focus = new PreSteadyFocus(this); bloodlust = new Bloodlust(this); potion = new Potion(this); anytrinket = new AnyTrinket(this); incanters_flow = new IncantersFlow(this); raging_blow = new BuffInternal(dbc.Spells[131116], this, "raging_blow_special"); colossus_smash = new DebuffProxy.DebuffInternal(dbc.Spells[SimcNames.debuffs["colossus_smash"].First().V2], this, "colossus_smash"); colossus_smash_up = new DebuffProxy.DebuffInternal(dbc.Spells[SimcNames.debuffs["colossus_smash"].First().V2], this, "colossus_smash_up"); }
protected virtual void OnEnable() { blood = transform.parent.parent.GetComponent <Bloodlust>(); playerStat = transform.parent.parent.GetComponent <PlayerStatus>(); timer = 0; }
void Start() { bloodlust = transform.root.GetComponent <Bloodlust>(); text = GetComponent <Text> (); }
void Start() { bloodlust = transform.root.GetComponent <Bloodlust>(); image = GetComponent <Image>(); }