Esempio n. 1
0
 public RPGEffect(DurationType t,
                  EffectRange r,
                  EffectTargetBuff buff,
                  EffectTargetAttack attack,
                  bool isABuff,
                  EffectTrigger trigger,
                  int Distance,
                  int Radius, TimeSpan Duration,
                  int MinPower, int MaxPower,
                  EffectPowerType powerType,
                  bool ReverseWhenExpires)
 {
     this.durationType    = t;
     this.range           = r;
     this.TargetBuff      = buff;
     this.TargetAttack    = attack;
     this.effectIsABuff   = isABuff;
     this.status          = EffectStatus.Ready;
     this.trigger         = trigger;
     this.repeatCount     = 0;
     this.distance        = Distance;
     this.radius          = Radius;
     this.Duration        = Duration;
     this.minPower        = MinPower;
     this.maxPower        = MaxPower;
     this.powerType       = powerType;
     this.m_Power         = new RPGCalc().RollDmg(minPower, maxPower);
     this.m_shouldReverse = ReverseWhenExpires;
 }
Esempio n. 2
0
        public RPGEffect(RPGEffect copy)
        {
            range         = copy.range;
            durationType  = copy.durationType;
            targetBuff    = copy.targetBuff;
            targetAttack  = copy.targetAttack;
            effectIsABuff = copy.effectIsABuff;
            trigger       = copy.trigger;
            status        = copy.status;
            location      = copy.location;
            sourceObject  = copy.sourceObject;
            targetObject  = copy.targetObject;

            distance          = copy.distance;
            radius            = copy.radius;
            durationValue     = copy.durationValue;
            minPower          = copy.minPower;
            maxPower          = copy.maxPower;
            m_Power           = copy.Power;
            lastStart         = copy.lastStart;
            lastPause         = copy.lastPause;
            durationRemaining = copy.durationRemaining;
            repeatCount       = copy.repeatCount;
            m_repeatDelay     = copy.m_repeatDelay;
            m_lastRepeat      = copy.m_lastRepeat;
            m_shouldReverse   = copy.m_shouldReverse;
            powerType         = copy.PowerType;
        }