Exemple #1
0
 /// <summary>
 /// By default, <see cref="Buff.CastingPlayer"/> and <see cref="Buff.TargetPlayer"/> are not updated when a unit changes owner.
 /// <para>This adds an event to pass over all auras and update <see cref="Buff.CastingPlayer"/> and <see cref="Buff.TargetPlayer"/> on ownership changes.</para>
 /// <para>This will ignore ownership changes of unit type 'xxxx' (<see cref="DummySystem.UNIT_TYPE_DUMMY"/>).</para>
 /// </summary>
 public static void RegisterForOwnershipChanges()
 {
     PlayerUnitEvents.Register(PlayerUnitEvent.UnitTypeChangesOwner, OnUnitTypeChangesOwner);
 }
Exemple #2
0
 static DummySystem()
 {
     PlayerUnitEvents.Register(PlayerUnitEvent.UnitTypeSpellEndCast, OnDummyCast);
 }
Exemple #3
0
 public static void Initialise()
 {
     PlayerUnitEvents.Register(PlayerUnitEvent.SpellEffect, LaunchMissile, Constants.ABILITY_CURVING_MISSILE);
 }