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)); }
public EventQueueElement(GameEventOwner owner, Character ownerChar, T newEvent, Character targetChar) { Owner = owner; OwnerChar = ownerChar; Event = newEvent; TargetChar = targetChar; }
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 }); } }
public abstract void Apply(GameEventOwner owner, Character ownerChar, int attacking, int defending, ref int effectiveness);
public abstract IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, Character character, MapStatus status, bool msg);
public abstract IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, Character character);
public abstract IEnumerator <YieldInstruction> Apply(GameEventOwner owner, Character ownerChar, BattleContext context);
public abstract void Apply(GameEventOwner owner, Character character, int[] skillIndices);
public abstract void Apply(GameEventOwner owner, Character ownerChar, ref int hpChange);
public abstract void Apply(GameEventOwner owner, Character ownerChar, Character character);