public SkillCommand(Role role, int skillId, Vector2 pt, Role target = null) : base(role) { _target = target; _skill = SkillFactory.Create(skillId, role, pt, _target); _canRelease = false; }
public List <ISkill> CreateSkills() { return(SkillTypes .GroupBy(x => x) .Select(x => SkillFactory.Create(x.Key, x.Count())) .ToList()); }
private void AttackMonster(Role target) { _attackingMonster = target; Skill skill = SkillFactory.Create(_autoSkillId, _hero, Vector2.zero, target); skill.Release(); _releasedTimeCount = 3; }
private Skill SelectSkill(Role target) { int skillId = _skillSelector.SelectSkill(target); if (skillId != -1) { return(SkillFactory.Create(skillId, _monster, Vector2.zero, target)); } return(null); }
/// <summary> /// A helper method used to populate the SkillsContainer with default skills having 0 ranks in them. /// </summary> public static void PopulateContainer() { foreach (ClassSkills skill in Enum.GetValues(typeof(ClassSkills))) { if (SkillFactory.Create(skill) != null) { SkillsContainer.Add(SkillFactory.Create(skill)); } } }
private void Init() { _map.Clear(); TextAsset textAsset = Resources.Load <TextAsset>("Config/Skill/02"); ResMd resMd = new ResMd(); resMd.ParseText(textAsset.text); List <EdNode> nodes = resMd._root_node.GetNodes("Sequence"); int length = nodes.Count; for (int i = 0; i < length; i++) { SequenceLine line = SkillFactory.Create(nodes[i]); if (line == null) { continue; } _map.Add(line.Id, line); } }