public AttackSkill(string name, EAffinities affinity, float power) : base(name, affinity, power) { if (power >= 1 && power <= 10) { Power = power; } else { Power = 1; } }
protected Skill(string name, EAffinities affinity, float power) { Name = name; this.Affinity = affinity; Power = power; }
static public float Compare(EAffinities player, EAffinities enemy) { float affinityMultiplier = 1.0f; switch (player) { case EAffinities.fire: { switch (enemy) { case EAffinities.fire: { affinityMultiplier = 0.5f; return(affinityMultiplier); } case EAffinities.water: { affinityMultiplier = 2.0f; return(affinityMultiplier); } case EAffinities.earth: { affinityMultiplier = 0.0f; return(affinityMultiplier); } } break; } case EAffinities.wind: { switch (enemy) { case EAffinities.wind: { affinityMultiplier = 0.5f; return(affinityMultiplier); } case EAffinities.water: { affinityMultiplier = 0.5f; return(affinityMultiplier); } case EAffinities.earth: { affinityMultiplier = 0.5f; return(affinityMultiplier); } } break; } case EAffinities.water: { switch (enemy) { case EAffinities.fire: { affinityMultiplier = 0.5f; return(affinityMultiplier); } case EAffinities.wind: { affinityMultiplier = 2.0f; return(affinityMultiplier); } case EAffinities.water: { affinityMultiplier = 0.5f; return(affinityMultiplier); } } break; } case EAffinities.earth: { switch (enemy) { case EAffinities.wind: { affinityMultiplier = 2.0f; return(affinityMultiplier); } case EAffinities.earth: { affinityMultiplier = 0.5f; return(affinityMultiplier); } } break; } case EAffinities.dark: { switch (enemy) { case EAffinities.dark: { affinityMultiplier = 0.5f; return(affinityMultiplier); } case EAffinities.light: { affinityMultiplier = 2.0f; return(affinityMultiplier); } } break; } case EAffinities.light: { switch (enemy) { case EAffinities.dark: { affinityMultiplier = 2.0f; return(affinityMultiplier); } case EAffinities.light: { affinityMultiplier = 0.5f; return(affinityMultiplier); } } break; } } return(affinityMultiplier); }