Esempio n. 1
0
    void OnMouseDown()
    {
        Light1.SetActive(true);
        Light2.SetActive(true);
        Light3.SetActive(false);
        Choose.isAim = false;

        for (int i = 0; i < 100; i++)
        {
            invipad[i].SetActive(false);
        }

        if (checkST == 0)
        {
            SingleATK.Single_ATK(vars, PlayerInfo.atk);
            PlayerInfo.attack = false;
        }

        else if (checkChar == 1)
        {
            if (checkST == 1)
            {
                Goblins.ACT_Skill_1(vars);
            }
        }

        else if (checkChar == 2)
        {
            if (checkST == 1)
            {
                Mermaids.ACT_Skill_1(vars);
            }

            else if (checkST == 2)
            {
                Mermaids.ACT_Skill_2(vars);
            }
        }

        else if (checkChar == 4)
        {
            if (checkST == 1)
            {
                Frankenstein.ACT_Skill_1(vars);
            }
        }
    }
Esempio n. 2
0
    public static void ACT_Skill_1(int pad)
    {
        if (PlayerInfo.skilllvl[0] == 1)
        {
            damage = 25;
            chance = 25 + Q12 + Q31;
        }

        else if (PlayerInfo.skilllvl[0] == 2)
        {
            damage = 45;
            chance = 30 + Q12 + Q31;
        }

        else if (PlayerInfo.skilllvl[0] == 3)
        {
            damage = 65;
            chance = 35 + Q12 + Q31;
        }

        PlayerInfo.skillcd[0] = 2;

        if (Random.Range(1, 101) <= chance)
        {
            SingleATK.Single_ATK(pad, damage);
            SingleATK.Stun(pad);
            //Debug.Log("Stun");
        }

        if (Random.Range(1, 101) <= chance)
        {
            SingleATK.Single_ATK(pad, damage);
            SingleATK.Slow(pad);
            //Debug.Log("Slow");
        }

        if (Random.Range(1, 101) <= chance)
        {
            SingleATK.Single_ATK(pad, damage);
            SingleATK.Silence(pad);
            //Debug.Log("Silence");
        }

        frank.RPC("SoundFrankenS1", PhotonTargets.All);
    }
Esempio n. 3
0
    public static void ACT_Skill_1(int pad)
    {
        if (PlayerInfo.skilllvl[0] == 1)
        {
            damage_1 = 30 + Q12;
        }

        else if (PlayerInfo.skilllvl[0] == 2)
        {
            damage_1 = 50 + Q12;
        }

        else if (PlayerInfo.skilllvl[0] == 3)
        {
            damage_1 = 70 + Q12;
        }

        SingleATK.Single_ATK(pad, damage_1);
        ulti.RPC("SoundGriffonS1", PhotonTargets.All);
    }
Esempio n. 4
0
    public static void ACT_Skill_1(int pad)
    {
        if (PlayerInfo.skilllvl[0] == 1)
        {
            damage = (int)(10 + (PlayerInfo.atk * 0.75) * Q21);
        }

        else if (PlayerInfo.skilllvl[0] == 2)
        {
            damage = (int)((30 + PlayerInfo.atk) * Q21);
        }

        else if (PlayerInfo.skilllvl[0] == 3)
        {
            damage = (int)(50 + (PlayerInfo.atk * 1.25) * Q21);
        }

        SingleATK.Single_ATK(pad, damage);
        PlayerInfo.skillcd[0] = 3 - Q31;
        gain.RPC("SoundGoblinS1", PhotonTargets.All);
    }
Esempio n. 5
0
    public static void ACT_Skill_1(int pad)
    {
        if (PlayerInfo.skilllvl[0] == 1)
        {
            PlayerInfo.skillcd[0] = 4;
            damage = 10 + Q12;
        }

        else if (PlayerInfo.skilllvl[0] == 2)
        {
            PlayerInfo.skillcd[0] = 3;
            damage = 50 + Q12;
        }

        else if (PlayerInfo.skilllvl[0] == 3)
        {
            PlayerInfo.skillcd[0] = 2;
            damage = 90 + Q12;
        }

        SingleATK.Single_ATK(pad, damage);
        SingleATK.Slow(pad);
        spawn.RPC("SoundMermaidS1", PhotonTargets.All);
    }