Esempio n. 1
0
    public float GetTotalAttack()
    {
        float totalAttack = atp;

        FieldEffect[] list = FieldEffectController.GetEnemyFieldEffect().ToArray();
        for (int i = 0; i < list.Length; i++)
        {
            if (list[i].targetStatus == "atp" && list[i].effect == FieldEffect.EffectType.Buff)
            {
                totalAttack = totalAttack + (atp * list[i].effectPower);
            }
            else if (list[i].targetStatus == "atp" && list[i].effect == FieldEffect.EffectType.Debuff)
            {
                totalAttack = totalAttack - (atp * list[i].effectPower);
            }
        }
        return(atp);
    }
Esempio n. 2
0
    public float GetTotalAttack()
    {
        float totalAttack       = atp;
        List <FieldEffect> list = FieldEffectController.GetSlimeFieldEffect();

        for (int i = 0; i < list.Count; i++)
        {
            if (list[i].targetStatus == "atp" && list[i].effect == FieldEffect.EffectType.Buff)
            {
                totalAttack = totalAttack + (atp * list[i].effectPower);
            }
            else if (list[i].targetStatus == "atp" && list[i].effect == FieldEffect.EffectType.Debuff)
            {
                totalAttack = totalAttack - (atp * list[i].effectPower);
            }
        }
        return(totalAttack);
    }
Esempio n. 3
0
    public float GetTotalDefence()
    {
        float totalDef          = def;
        List <FieldEffect> list = FieldEffectController.GetSlimeFieldEffect();

        for (int i = 0; i < list.Count; i++)
        {
            if (list[i].targetStatus == "def" && list[i].effect == FieldEffect.EffectType.Buff)
            {
                totalDef = totalDef + (def * list[i].effectPower);
            }
            else if (list[i].targetStatus == "def" && list[i].effect == FieldEffect.EffectType.Debuff)
            {
                totalDef = totalDef - (def * list[i].effectPower);
            }
        }
        return(totalDef);
    }
Esempio n. 4
0
    public float GetTotalRange()
    {
        float totalrange        = range;
        List <FieldEffect> list = FieldEffectController.GetSlimeFieldEffect();

        for (int i = 0; i < list.Count; i++)
        {
            if (list[i].targetStatus == "range" && list[i].effect == FieldEffect.EffectType.Buff)
            {
                totalrange = totalrange + (range * list[i].effectPower);
            }
            else if (list[i].targetStatus == "range" && list[i].effect == FieldEffect.EffectType.Debuff)
            {
                totalrange = totalrange - (range * list[i].effectPower);
            }
        }
        return(totalrange);
    }
Esempio n. 5
0
    ///// Buff & Debuff////
    public float GetTotalSpeed()
    {
        float totalspeed        = speed;
        List <FieldEffect> list = FieldEffectController.GetSlimeFieldEffect();

        for (int i = 0; i < list.Count; i++)
        {
            if (list[i].targetStatus == "speed" && list[i].effect == FieldEffect.EffectType.Buff)
            {
                totalspeed = totalspeed + (speed * list[i].effectPower);
            }
            else if (list[i].targetStatus == "speed" && list[i].effect == FieldEffect.EffectType.Debuff)
            {
                totalspeed = totalspeed - (speed * list[i].effectPower);
            }
        }
        return(totalspeed);
    }
Esempio n. 6
0
 public void Buff(int i = 5)/// 0-4 buff only one stat 5 buffall >5buff except1 stat: 0=atp 1=def 2=range 3=speed 4=attackspeed
 {
     if (i <= 5)
     {
         for (int j = 0; j < 5; j++)
         {
             if (j == i - 6)
             {
                 continue;
             }
             FieldEffect f = new FieldEffect(FieldEffect.EffectType.Buff, "slime", buffStat[j], buffPrecent, time);
             FieldEffectController.AddFieldEffect(f);
         }
     }
     else
     {
         FieldEffect f = new FieldEffect(FieldEffect.EffectType.Buff, "slime", buffStat[i], buffPrecent, time);
         FieldEffectController.AddFieldEffect(f);
     }
 }
Esempio n. 7
0
 // Use this for initialization
 void Start()
 {
     FieldEffectController.AddFieldEffect(fieldEffect);
 }