Exemple #1
0
    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();
     }
 }
Exemple #3
0
    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;
    }