public void DoMainHeroBuff(King toKing, TeamAttackingData data, EffectTimeType time) { if (MainHero == null) { return; } MainHero.DoBuff(toKing, data, time); }
public void DoBuff(EffectTimeType time) { foreach (var buff in Setting.buff) { if (buff == null) { continue; } buff.DoBuff(this, time); } }
public static void DoUnitBuff(UnitAttackingData item, EffectTimeType time) { if (item.data.Unit != null) { item.data.Unit.DoBuff(item.data, item.toData, item.battleData, time); } if (item.toData.Unit != null) { item.toData.Unit.DoBuff(item.toData, item.data, item.battleData, time); } }
public void DoBuff(King toKing, TeamAttackingData data, EffectTimeType time) { foreach (var item in buff) { if (item == null) { continue; } item.DoBuff(team, toKing, data, time); } }
public void DoBuff(Unit unit, EffectTimeType time) { foreach (var item in effects) { if (item == null) { continue; } if (item.TimeType != time) { continue; } item.DoEffect(unit); } }
public void DoBuff(Team team, King king, TeamAttackingData data, EffectTimeType time) { foreach (var item in effects) { if (item == null) { continue; } if (item.TimeType != time) { continue; } item.DoEffect(team, king, data); } }
public void DoMinorHeroBuff(King toKing, TeamAttackingData data, EffectTimeType time) { if (MinorHero == null) { return; } //此处效果减半 foreach (var item in MinorHero.buff) { if (item != null) { item.HalveEffect(); } } MinorHero.DoBuff(toKing, data, time); }
public static void DoTeamBuff(King Player, King Enemy, TeamAttackingData data, EffectTimeType time) { //throw new NotImplementedException(); //((TeamBuff)(Player.army.team[0].MainHero.buff[0])).DoBuff(Player.army.team[0], Enemy); foreach (var item in Player.army.team) { if (item == null) { continue; } item.DoMainHeroBuff(Enemy, data, time); item.DoMinorHeroBuff(Enemy, data, time); foreach (var unit in item.units) { if (unit == null) { continue; } unit.DoBuff(time); } } foreach (var item in Enemy.army.team) { if (item == null) { continue; } item.DoMainHeroBuff(Player, data, time); item.DoMinorHeroBuff(Player, data, time); foreach (var unit in item.units) { if (unit == null) { continue; } unit.DoBuff(time); } } }
public void DoBuff(BattleUnitData data, BattleUnitData todata, BattleData battle, EffectTimeType time) { foreach (var item in effects) { if (item == null) { continue; } if (item.TimeType != time) { continue; } item.DoEffect(data, todata, battle); } }
public void DoBuff(BattleUnitData data, BattleUnitData todata, BattleData battle, EffectTimeType time) { foreach (var buff in Setting.buff) { if (buff == null) { continue; } buff.DoBuff(data, todata, battle, time); } }