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); }
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); }
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); }
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); }
///// 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); }
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); } }
// Use this for initialization void Start() { FieldEffectController.AddFieldEffect(fieldEffect); }