void init_garen_skills() { Q_skill = new skill(); Q_skill.need_indicate_target = false; W_skill = new skill(); W_skill.need_indicate_target = false; W_skill.cd = 24f; E_skill = new skill(); E_skill.need_indicate_target = false; R_skill = new skill(); R_skill.need_indicate_target = true; Passive_skill = new skill(); Q_timer = new Utility.Timer(Q_cd); Q_timer.finish(); W_timer = new Utility.Timer(W_skill.cd); W_timer.finish(); E_timer = new Utility.Timer(E_cd); E_timer.finish(); R_timer = new Utility.Timer(R_skill.cd); R_timer.finish(); Passive_timer = new Utility.Timer(Passive_skill.cd); Q_flag = false; W_flag = false; E_flag = false; Passive_flag = false; //Q : Decisive Strike Q_skill.cd = 8f; Q_skill.dmg = 30f; Q_skill.ad_ratio = 1.4f; Q_skill.timer.change_max_timer(Q_skill.cd); Q_dur_timer = new Utility.Timer(4.5f); //its fixed Q_move_dur_timer = new Utility.Timer(Q_move_time); Q_silence_time = 1.5f; //TODO test only Q_skill.level = 4; upgrade_skill("Q"); //W : W_dur_timer = new Utility.Timer(W_dur); //E : Judgement E_dur_timer = new Utility.Timer(E_dur); E_aoe_prefab = Resources.Load("Prefabs/Champions/Garen/Garen_E_prefab") as GameObject; E_damage = new Types.damage_combo(); //TODO test only E_skill.level = 0; upgrade_skill("E"); W_skill.level = 0; upgrade_skill("W"); //TODO test only R_skill.level = 2; upgrade_skill("R"); }
public void change_incombat_state(bool _state) { flags.in_combat = _state; if (_state) { inCombat_timer.restart(); } else { inCombat_timer.finish(); } }
void init(Types.Lanes _lane = Types.Lanes.OTHER, Types.Faction _fac = Types.Faction.OTHER) { //fac = _fac; //lane = _lane; type = WaveType.NORMAL; wave_active = false; timer_wave = new Utility.Timer(GameSceneConsts.minion_wave_interval); timer_wave.finish(); timer_micro = new Utility.Timer(GameSceneConsts.minion_spawn_interval); timer_wave.start_timer(); timer_micro.start_timer(); //load Resources minion_prefab = Resources.Load("Prefabs/Minions/minion_test") as GameObject; }