public SkillStatus() { this._prefabId = string.Empty; this._seId = string.Empty; this._skillType = SkillType.Attack; this._name = string.Empty; this._description = string.Empty; this._target = EffectTarget.Enemy; this._numbers = EffectNumbers.Simple; this._needAp = 0; this._affectEffect = new List <AffectEffectProperty>(); this._affectEffect.Add(new AffectEffectProperty()); this._returnAffectEffect.AddRange(this._affectEffect); }
public AffectEffectProperty(AffectEffect type, int skillId, int subSkillId, float hitRate, EffectTarget target, EffectNumbers effectNumbers, int[] intValue, float[] floatValue, bool useDrain, PowerType powerType, TechniqueType techniqueType, global::Attribute attribute, bool isMissThrough) { this._type = type; this.skillId = skillId; this.subSkillId = subSkillId; this.hitRate = hitRate; this._techniqueType = techniqueType; this._attribute = attribute; this.target = target; this._effectNumbers = effectNumbers; this._powerType = powerType; this._floatValue = floatValue; this._intValue = intValue; this.useDrain = useDrain; this.isMissThrough = isMissThrough; }
public SkillStatus(string skillId, string prefabId, string seId, SkillType skillType, string name, string description, EffectTarget target, EffectNumbers numbers, int needAp, string useCountType, int useCountValue, params AffectEffectProperty[] affectEffect) { this.skillId = skillId; this._prefabId = prefabId; this._seId = seId; this._skillType = skillType; this._name = name; this._description = description; this._target = target; this._numbers = numbers; this._needAp = needAp; this._useCountType = useCountType; this._useCountValue = useCountValue; this._affectEffect = new List <AffectEffectProperty>(affectEffect); this._returnAffectEffect.AddRange(this._affectEffect); }
public void SetTarget(CharacterStateControl currentCharacter, CharacterStateControl targetCharacter = null) { CharacterStateControl characterStateControl = targetCharacter; bool flag = characterStateControl == null || characterStateControl.isDied; SkillStatus currentSkillStatus = currentCharacter.currentSkillStatus; if (currentSkillStatus == null) { return; } CharacterStateControl[] skillTargetList = this.GetSkillTargetList(currentCharacter, currentSkillStatus.target); bool flag2 = true; if (characterStateControl != null) { foreach (CharacterStateControl a in skillTargetList) { if (a == characterStateControl) { flag2 = false; break; } } } if (flag || flag2) { int currentTargettingCharacter = this.GetCurrentTargettingCharacter(currentSkillStatus.target); foreach (CharacterStateControl characterStateControl2 in skillTargetList) { if (characterStateControl2.myIndex == currentTargettingCharacter) { characterStateControl = characterStateControl2; break; } } if (characterStateControl == null) { characterStateControl = skillTargetList[0]; } } List <CharacterStateControl> list = new List <CharacterStateControl>(); EffectNumbers numbers = currentSkillStatus.numbers; if (numbers != EffectNumbers.Simple) { if (numbers == EffectNumbers.All) { list.AddRange(skillTargetList); } } else { list.Add(characterStateControl); } for (int k = 0; k < base.battleStateData.maxCharacterLength; k++) { if (k < list.Count) { this.ShowTargetIcon(k, list[k], currentSkillStatus); } else { this.HideTargetIcon(k); } } currentCharacter.targetCharacter = characterStateControl; this.SetCurrentTargettingCharacter(currentCharacter.currentSkillStatus.target, currentCharacter.targetCharacter.myIndex); BattleStateManager.current.cameraControl.PlayTweenCameraMotion(base.battleStateData.commandSelectTweenTargetCamera, currentCharacter.targetCharacter); }