public SkillBase(int ID, string Name, int BaseCoolDown, BattleActionGroup SkillActions, Cost cost) { this.ID = ID; this.Name = Name; this.BaseCoolDown = BaseCoolDown; this.SkillActions = SkillActions; this.cost = cost; CurrentCoolDown = 0; }
public Buff(int ID, BuffType buffType, int turnNumber, List <Fix> fixes, bool Overlay = false, bool OverlayRefreshTurn = true, int LayNum = 1, BattleActionGroup battleActionGroupOnSet = null, BattleActionGroup battleActionGroupOnEnd = null, BattleActionGroup battleActionGroupOnTurnEnd = null) { this.ID = ID; this.buffType = buffType; this.turnNumber = turnNumber; this.RemainTurnNum = turnNumber; this.fixes = fixes; this.battleActionGroupOnEnd = battleActionGroupOnEnd; this.battleActionGroupOnSet = battleActionGroupOnSet; this.battleActionGroupOnTurnEnd = battleActionGroupOnTurnEnd; this.Overlay = Overlay; this.LayNum = LayNum; this.OverlayRefreshTurn = OverlayRefreshTurn; }
static SkillStore() { //初始化字典 SkillDic = new Dictionary <int, SkillBase>(); //添加0号技能挥击 OriginDamage tempOD = new OriginDamage(DamageType.Cut, new List <float>() { 0.25f, 0.75f, 0, 0 }, 0); List <BattleActionBase> tempBAB = new List <BattleActionBase>(); tempBAB.Add(new DealDamageAction(tempOD, TargetType.EnemyFront)); tempOD = new OriginDamage(DamageType.Kinect, new List <float>() { 0.75f, 0.25f, 0, 0 }, 0); tempBAB.Add(new DealDamageAction(tempOD, TargetType.EnemyFront)); BattleActionGroup tempBAG = new BattleActionGroup(tempBAB); Dictionary <int, int> tempCD = new Dictionary <int, int>(); tempCD.Add(1, 10); Cost tempC = new Cost(tempCD); SkillBase tempSB = new SkillBase(0, "挥击", 1, tempBAG, tempC); }