public void CreateVector(float damage, float cost, float effect, float offering, GameObject spellEffect, GameObject target)
    {
        // We need to get the percentage increase from cost to offering (i.e. offering = 52 and cost = 50, so increase = 52/50 = 1.04 so damage and effect increase by 1.04).
        float increase = offering / cost;

        // Create the SpellVector to cast.
        spellVector = new FireVector( (damage * increase), cost, (effect * increase), spellEffect, target);
    }
Exemple #2
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 /// <summary>
 /// Indexing is done with spell type as index key.
 /// </summary>
 /// <param name="st">A spell type</param>
 /// <returns>
 /// Corresponding value for spell type (or default value),
 /// NOT modified by the Modifier value!
 /// </returns>
 public double this[SpellType st]
 {
     get { return(SpellVector.ContainsKey(st) ? SpellVector[st] : NotPresentValue); }
     set { SpellVector[st] = value; }
 }