コード例 #1
0
ファイル: ChilledEffect.cs プロジェクト: ren38/Scripts
 public override void setup(ObjectActor subject, ObjectInteractable source)
 {
     duration    = CHILLEDDURATION;
     effectName  = "Burning";
     description = string.Format("Skill activation takes {0}x longer.", 1.0f + SPEEDLOSS);
     obs         = subject.gameObject.AddComponent <FloatAdjuster>();
     obs.setupObserver(change);
     subject.skillStartSubscribe(obs);
     conditionID = 2;
     base.setup(subject, source);
 }
コード例 #2
0
 public void setup(ObjectActor subject, ObjectInteractable source)
 {
     instanceList = new List <GameObject>();
     timed        = true;
     duration     = CHILLEDDURATION;
     endTime      = duration + Time.time;
     effectName   = "Burning";
     description  = string.Format("Skill activation takes {0}x longer.", 1.0f + SPEEDLOSS);
     this.subject = subject;
     this.source  = source;
     obs          = subject.gameObject.AddComponent <FloatAdjuster>();
     obs.setupObserver(change);
     subject.skillStartSubscribe(obs);
 }
コード例 #3
0
ファイル: CyphersPoisonSkill.cs プロジェクト: ren38/Scripts
 public void setup(
     ObjectActor subject, ObjectInteractable source,
     string name, string desc, float duration, float damage
     )
 {
     this.subject          = subject; // order passed in.
     this.source           = source;
     skillName             = name;
     briefSkillDescription = desc;
     this.duration         = duration;
     this.damage           = damage;
     setEnd(duration);
     obs = subject.gameObject.AddComponent <FloatAdjuster>();
     obs.setupObserver(addDamage);
     subject.rawDamageSubscribe(obs);
     instanceList = new List <GameObject>();
 }
コード例 #4
0
ファイル: Shield.cs プロジェクト: ren38/LordsAmongHeroes
 public void setup(
     ObjectActor subject, ObjectInteractable source,
     string name, string desc, float duration, float value
     )
 {
     this.subject          = subject; // order passed in.
     this.source           = source;
     skillName             = name;
     briefSkillDescription = desc;
     this.duration         = duration;
     this.value            = value;
     setEnd(duration);
     obs1 = subject.gameObject.AddComponent <FloatAdjuster>();
     obs1.setupObserver(subtractDamage);
     subject.piercingDamageSubscribe(obs1);
     obs2 = subject.gameObject.AddComponent <FloatAdjuster>();
     obs2.setupObserver(subtractDamage);
     subject.bludgeoningDamageSubscribe(obs2);
     obs3 = subject.gameObject.AddComponent <FloatAdjuster>();
     obs3.setupObserver(subtractDamage);
     subject.slashingDamageSubscribe(obs3);
     instanceList = new List <GameObject>();
 }