Esempio n. 1
0
        public override IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, Character character)
        {
            object[]    parameters = new object[] { owner, ownerChar, character };
            LuaFunction func_iter  = LuaEngine.Instance.CreateCoroutineIterator(Script, parameters);

            return(ScriptEvent.ApplyFunc(func_iter));
        }
Esempio n. 2
0
 public EventQueueElement(GameEventOwner owner, Character ownerChar, T newEvent, Character targetChar)
 {
     Owner      = owner;
     OwnerChar  = ownerChar;
     Event      = newEvent;
     TargetChar = targetChar;
 }
Esempio n. 3
0
        public override void Apply(GameEventOwner owner, Character character, int[] skillIndices)
        {
            LuaFunction luafun = LuaEngine.Instance.LuaState.GetFunction(Script);

            if (luafun != null)
            {
                luafun.Call(new object[] { owner, character, skillIndices });
            }
        }
Esempio n. 4
0
 public abstract void Apply(GameEventOwner owner, Character ownerChar, int attacking, int defending, ref int effectiveness);
Esempio n. 5
0
 public abstract IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, Character character, MapStatus status, bool msg);
Esempio n. 6
0
 public abstract IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, Character character);
Esempio n. 7
0
 public abstract IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, BattleContext context);
Esempio n. 8
0
 public abstract void Apply(GameEventOwner owner, Character character, int[] skillIndices);
Esempio n. 9
0
 public abstract void Apply(GameEventOwner owner, Character ownerChar, ref int hpChange);
Esempio n. 10
0
 public abstract void Apply(GameEventOwner owner, Character ownerChar, Character character);