public void setAtkAtt(ref AttackAtt attackName, float atkSpd, float phPercent, float maPercent, float atkPwr, int status, float chance, Ailment ailment) { //Function to specifically designate the values each hero will have to their individual attacks attackName.AtkSpd = atkSpd; attackName.phPercent = phPercent; attackName.maPercent = maPercent; attackName.atkPwr = atkPwr; attackName.status = status; attackName.chance = chance; attackName.ailment = ailment; }
public float maAttackDamage(AttackAtt attackName, float affinity) { float atkPwr = attackName.atkPwr; float maPercent = attackName.maPercent; float maAtkSqrt = MaAtk * MaAtk; float damage = atkPwr * (((maPercent * maAtkSqrt + 70) + 16) / 16); damage *= affinity; return(damage); }
public float phAttackDamage(AttackAtt attackName, float affinity) { float atkPwr = attackName.atkPwr; float phPercent = attackName.phPercent; float phAtkSqrt = PhAtk * PhAtk; float damage = atkPwr * (((phPercent * phAtkSqrt + 70) + 16) / 16); damage *= affinity; return(damage); }
// Use this for initialization void Start() { heroClass.setName("Yazir"); attributes = GameObject.Find("CharacterAttributes"); myUtility = attributes.GetComponent <CharacterAttributes>().getAttackAtt("YazirUtility"); myUltimate = attributes.GetComponent <CharacterAttributes>().getAttackAtt("YazirUltimate"); myNormal = attributes.GetComponent <CharacterAttributes>().getAttackAtt("YazirNormal"); mySpecial = attributes.GetComponent <CharacterAttributes>().getAttackAtt("YazirSpecial"); GameController = GameObject.Find("GameController"); Self = GameObject.Find("Yazir"); heroClass.setUIPosition(Self, actionMeter, ref myText, health); PlayerController = GameObject.Find("PlayerController"); audioSource = GetComponent <AudioSource>(); anim = GetComponentInChildren <Animator>(); }
void attackCommand(AttackAtt myAttack, Target[] targets, int targetNumber, DragonAttack attackName, GameObject prefab) { EnemyAttack attack; attack.phDamage = damageModule.phAttackDamage(myAttack, 1.0f); attack.maDamage = damageModule.maAttackDamage(myAttack, 1.0f); attack.attackName = attackName; attack.targetNumber = targetNumber; attack.targets = new Target[targetNumber]; attack.ailment = myAttack.ailment; attack.ailChance = myAttack.chance; for (int i = 0; i < targetNumber; ++i) { attack.targets[i] = targets[i]; } attack.prefab = prefab; GameController.GetComponent <GameController>().EnemyQueue.Enqueue(attack); }
// Use this for initialization void Start() { damageModule.setAttribute(Attribute.PhysicalAttack, defaultPhAtk); damageModule.setAttribute(Attribute.MagicalAttack, defaultMaAtk); damageModule.setAttribute(Attribute.PhysicalDefense, defaultPhDef); damageModule.setAttribute(Attribute.MagicalDefense, defaultMaDef); damageModule.setAttribute(Attribute.Resistance, defaultRes); damageModule.setAttribute(Attribute.Speed, defaultSpd); damageModule.setWeakness(defaultElement); GameController = GameObject.Find("GameController"); attributes = GameObject.Find("CharacterAttributes"); Self = GameObject.Find("Dragon"); myTailSwipe = attributes.GetComponent <CharacterAttributes>().getAttackAtt("DragonTailSwipe"); myFireball = attributes.GetComponent <CharacterAttributes>().getAttackAtt("DragonFireball"); myEarthquake = attributes.GetComponent <CharacterAttributes>().getAttackAtt("DragonEarthquake"); mySnotbomb = attributes.GetComponent <CharacterAttributes>().getAttackAtt("DragonHaze"); setDoomsdayTimer(doomsdayTimer); setHealthBar(Self, health); nextAttack = getRandomAttack(); setPositions(); resetAttackTimerPos(); audioSource = GetComponent <AudioSource>(); anim = GetComponentInChildren <Animator>(); }
void attackCommand(Text newText, string attackName, AttackAtt myAttack, Action action) { heroClass.attackCommand(GameController, myText, newText, attackName, myAttack, action, hero); }
public void attackCommand(GameObject GameController, Text myText, Text newText, string attackName, AttackAtt myAttack, Action action, Hero hero) { newText.text = getName() + attackName; Attack attack; attack.phDamage = getDamageModule().phAttackDamage(myAttack, 1.0f); attack.maDamage = getDamageModule().maAttackDamage(myAttack, 1.0f); attack.hero = hero; attack.action = action; GameController.GetComponent <GameController>().AttackQueue.Enqueue(attack); setAttackSpeed(myAttack); getActionPoints().usePoints(); }
public void setAttackSpeed(AttackAtt myAttack) { attackSpeed = myAttack.AtkSpd; }