public override void PlaySkillStart(SkillBalanceData data) { switch (data.Key) { case SkillKey.WarriorAttack: PlayAttack(); return; case SkillKey.WarriorHeal: PlayHeal(); return; case SkillKey.WarriorStrongAttack: PlayStrongAttack(); return; case SkillKey.WarriorEvasion: PlayEvasion(); return; default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return; } }
public override void PlaySkillStart(SkillBalanceData data) { switch (data.Key) { case SkillKey.ThiefStab: PlayStab(); return; case SkillKey.ThiefEvade: PlayEvade(); return; case SkillKey.ThiefSandAttack: PlaySandAttack(); return; case SkillKey.ThiefPoisonAttack: PlayPoisonAttack(); return; case SkillKey.ThiefAssassination: PlayAssasination(); return; default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return; } }
public override void PlaySkillStart(SkillBalanceData data) { switch (data.Key) { case(SkillKey.MonkHeal): PlayHeal(); return; case(SkillKey.MonkSacrifice): PlaySacrifice(); return; case(SkillKey.MonkEquility): PlayEquility(); return; case(SkillKey.MonkRevenge): PlayRevenge(); return; case(SkillKey.MonkRecovery): PlayRecovery(); return; default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return; } }
public override void PlaySkillStart(SkillBalanceData data) { switch (data.Key) { case SkillKey.PaladinMassHeal: PlayMassHeal(); return; case SkillKey.PaladinBash: PlayBash(); return; case SkillKey.PaladinDefense: PlayDefense(); return; case SkillKey.PaladinPurification: PlayPurification(); return; case SkillKey.PaladinBigMassHeal: PlayBigMassHeal(); return; case SkillKey.PaladinMassDefense: PlayMassDefense(); return; default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return; } }
public override void PlaySkillStart(SkillBalanceData data) { switch (data.Key) { case SkillKey.ArcherReload: PlayReload(); break; case SkillKey.ArcherEvadeShot: PlayEvadeShot(); break; case SkillKey.ArcherSnipe: PlaySnipe(); break; case SkillKey.ArcherWeakPointAttack: PlayWeakPointAttack(); break; case SkillKey.ArcherArrowRain: PlayArrowRain(); break; default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return; } }
public override void PlaySkillStart(SkillBalanceData data) { Attack(); switch (data.Key) { case SkillKey.WizardFireBolt: PlayFireBolt(); return; case SkillKey.WizardIceBolt: PlayIceBolt(); return; case SkillKey.WizardLighteningBolt: PlayLighteningBolt(); return; case SkillKey.WizardFireBall: PlayFireBall(); return; case SkillKey.WizardIceSpear: PlayIceSpear(); return; case SkillKey.WizardLightening: PlayLightening(); return; default: Debug.LogError(LogMessages.EnumNotHandled(data.Key)); return; } }
protected SingleDelayedPerformSkillActor(SkillBalanceData data, Battle context, Character owner, Tick duration, Tick performTick) : base(data, context, owner) { _duration = duration; _performTick = performTick; }
protected SingleDelayedPerformSkillActor(SkillBalanceData data, Battle context, Character owner) : this(data, context, owner, BattleBalance._.Data.Character.DefaultSkillDuration, BattleBalance._.Data.Character.DefaultSkillDelay) { }
public NullSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { }
public MonkRecoverySkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { _arguments = Data.Arguments.ToObject<MonkRecoveryArguments>(); }
public ArcherArrowRainSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner, (Tick)3, (Tick)7) { Arguments = data.Arguments.ToObject<ArcherArrowRainArguments>(); }
public ArcherReloadSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { }
public virtual void PlaySkillStart(SkillBalanceData data) { }
public PaladinDefenseSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { }
public AttackAndTestStunSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { _arguments = data.Arguments.ToObject<AttackAndTestStunArguments>(); }
public AttackSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { Arguments = new AttackSkillArguments(data.Arguments); }
public void SetDescription(SkillBalanceData data) { _text.text = data.Describe(); }
public ArcherEvadeShotSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { _arguments = data.Arguments.ToObject<ArcherEvadeShotArguments>(); }
public EvasionSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { Arguments = new FiniteSkillArguments(data.Arguments); }
public ArcherWeakPointAttackActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { _arguments = data.Arguments.ToObject<ArcherWeakPointArguments>(); }
public AttackAndGrantStatusConditionSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { _arguments = data.Arguments.ToObject<AttackAndGrantStatusConditionArguments>(); }
public WizardLighteningBoltSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { _argument = data.Arguments.ToObject<WizardLighteningBoltArguments>(); }
public MonkSacrificeSkillActor(SkillBalanceData data, Battle context, Character owner) : base(data, context, owner) { }