Esempio n. 1
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 /// <summary>
 /// Applies effect from a combo to the game match
 /// </summary>
 /// <param name="manager"></param>
 /// <param name="upgradeManager"></param>
 /// <param name="random"></param>
 /// <param name="match"></param>
 /// <param name="playerUserIndex"></param>
 /// <param name="combo"></param>
 public abstract List <EffectData> Apply(FieldManager manager, UpgradeManager upgradeManager, Random random, GameMatch match, int playerUserIndex, Combo combo);
Esempio n. 2
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 /// <summary>
 /// Applies unique block effect on its destruction
 /// </summary>
 /// <param name="manager"></param>
 /// <param name="random"></param>
 /// <param name="match"></param>
 /// <param name="user"></param>
 /// <param name="block"></param>
 /// <returns></returns>
 public virtual List <EffectData> OnDelete(FieldManager manager, Random random, GameMatch match, Player user, Block block)
 {
     return(new List <EffectData>());
 }