Exemple #1
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 public SpellSystem(int _sp_number, int _sp_cost, int _pl_type, int _sp_purpose, int _sp_continue, int _sp_category, int _sp_effect)
 {
     SpellNumber        = _sp_number;
     EnergyCost         = _sp_cost;
     TypeOfPlayer       = _pl_type;
     SpellPurpose       = (SpellMainPurpose)_sp_purpose;
     SpellContinue      = (TypeOfContinue)_sp_continue;
     SpellCategory      = (SpellTypeCategory)_sp_category;
     SpellEffects       = (SpellImportantEffects)_sp_effect;
     DistanceOfApplying = 0;
     TimeForCasting     = 0;
 }
Exemple #2
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 public SpellSystem(int _sp_number, int _sp_cost, int _pl_type, SpellMainPurpose _sp_purpose, TypeOfContinue _sp_continue, SpellTypeCategory _sp_category, SpellImportantEffects _sp_effect, float _dist, float _castTime)
 {
     SpellNumber        = _sp_number;
     EnergyCost         = _sp_cost;
     TypeOfPlayer       = _pl_type;
     SpellPurpose       = _sp_purpose;
     SpellContinue      = _sp_continue;
     SpellCategory      = _sp_category;
     SpellEffects       = _sp_effect;
     DistanceOfApplying = _dist;
     TimeForCasting     = _castTime;
 }
Exemple #3
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        public SpellSystem(int _sp_number, int _sp_cost, int _pl_type, int _sp_purpose, int _sp_continue, int _sp_category, int _sp_effect, float _distance, float _castTime, int _cooldown)
        {
            SpellNumber        = _sp_number;
            EnergyCost         = _sp_cost;
            TypeOfPlayer       = _pl_type;
            SpellPurpose       = (SpellMainPurpose)_sp_purpose;
            SpellContinue      = (TypeOfContinue)_sp_continue;
            SpellCategory      = (SpellTypeCategory)_sp_category;
            SpellEffects       = (SpellImportantEffects)_sp_effect;
            DistanceOfApplying = _distance;
            TimeForCasting     = _castTime;

            if (_cooldown < 1)
            {
                CoolDownTime = 1;
            }
            else
            {
                CoolDownTime = _cooldown;
            }
        }