public void InitStat()
        {
            _HP      = MaxHP;
            Ammo     = MaxAmmo;
            Gaz      = MaxGaz;
            Material = MaxMaterial;

            _UnitStat.PLAAttack = -1;

            Attack Weapon1 = new Attack();

            Weapon1.FullName     = Weapon1Name;
            Weapon1.RangeMinimum = Weapon1MinimumRange;
            Weapon1.RangeMaximum = Weapon1MaximumRange;
            if (Weapon1PostMovement)
            {
                Weapon1.Sec = WeaponSecondaryProperty.PostMovement;
            }
            else
            {
                Weapon1.Sec = WeaponSecondaryProperty.None;
            }

            ListAttack.Add(Weapon1);

            Attack Weapon2 = new Attack();

            Weapon2.FullName     = Weapon2Name;
            Weapon2.RangeMinimum = Weapon2MinimumRange;
            Weapon2.RangeMaximum = Weapon2MaximumRange;
            if (Weapon2PostMovement)
            {
                Weapon2.Sec = WeaponSecondaryProperty.PostMovement;
            }
            else
            {
                Weapon2.Sec = WeaponSecondaryProperty.None;
            }

            ListAttack.Add(Weapon2);

            _UnitStat.Init();
        }
Esempio n. 2
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 private void CreateAttackFromMagic()
 {
     foreach (MagicSpell ActiveMagicSpell in ListMagicSpell)
     {
         Attack SpellAttack = new Attack(ActiveMagicSpell.Name);
         SpellAttack.ItemName                    = ActiveMagicSpell.Name;
         SpellAttack.PowerFormula                = "30";
         SpellAttack.RangeMinimum                = 1;
         SpellAttack.RangeMaximum                = 10;
         SpellAttack.Ammo                        = 10;
         SpellAttack.MaxAmmo                     = 10;
         SpellAttack.ArrayAttackAttributes       = new BaseAutomaticSkill[0];
         SpellAttack.Animations[0].Animations[0] = new MagicAttackAnimationStartInfo("Default Animations/Idle", ActiveMagicSpell, GlobalProjectileContext, MagicProjectileParams.SharedParams);
         for (int A = 1; A < SpellAttack.Animations.Count; ++A)
         {
             SpellAttack.Animations[0].Animations[A] = new MagicAttackAnimationInfo("Default Animations/Attack", ActiveMagicSpell, GlobalProjectileContext, MagicProjectileParams.SharedParams);
         }
         ListAttack.Add(SpellAttack);
     }
 }