Esempio n. 1
0
        public AbilityUpdater()
        {
            sleeper            = new Sleeper();
            allyAbilitiesData  = new AllyAbilities();
            enemyAbilitiesData = new EnemyAbilities();

            Game.OnUpdate += OnUpdate;
            ObjectManager.OnRemoveEntity += OnRemoveEntity;
        }
Esempio n. 2
0
        public AbilityUpdater()
        {
            allyAbilitiesData  = new AllyAbilities();
            enemyAbilitiesData = new EnemyAbilities();

            Menu.UsableAbilities.AddAbility(AbilityNames.GoldSpender, AbilityType.Counter, false);

            Debugger.WriteLine("* Evader =>");
            Debugger.WriteLine("* Total abilities countered: " + enemyAbilitiesData.EvadableAbilities.Count);
            Debugger.WriteLine("* Total usable blink abilities: " + allyAbilitiesData.BlinkAbilities.Count);
            Debugger.WriteLine("* Total usable counter abilities: " + allyAbilitiesData.CounterAbilities.Count);
            Debugger.WriteLine("* Total usable disable abilities: " + allyAbilitiesData.DisableAbilities.Count);

            UpdateManager.BeginInvoke(OnUpdate);
            ObjectManager.OnRemoveEntity += OnRemoveEntity;
            Entity.OnInt64PropertyChange += EntityOnOnInt64PropertyChange;
        }
Esempio n. 3
0
        public AbilityUpdater()
        {
            sleeper = new Sleeper();
            allyAbilitiesData = new AllyAbilities();
            enemyAbilitiesData = new EnemyAbilities();

            Menu.UsableAbilities.AddAbility(AbilityNames.GoldSpender, AbilityType.Counter);
            GoldSpender = new GoldSpender();

            Debugger.WriteLine("* Evader =>");
            Debugger.WriteLine("* Total abilities countered: " + enemyAbilitiesData.EvadableAbilities.Count);
            Debugger.WriteLine("* Total usable blink abilities: " + allyAbilitiesData.BlinkAbilities.Count);
            Debugger.WriteLine("* Total usable counter abilities: " + allyAbilitiesData.CounterAbilities.Count);
            Debugger.WriteLine("* Total usable disable abilities: " + allyAbilitiesData.DisableAbilities.Count);

            sleeper.Sleep(1000);

            GameDispatcher.OnUpdate += OnUpdate;
            ObjectManager.OnRemoveEntity += OnRemoveEntity;
        }