コード例 #1
0
ファイル: IntModified.cs プロジェクト: Mhyshka/FFEngine
 internal void AddModifierFromEffect(IntModifierFromEffect a_modifier)
 {
     if (a_modifier.modifier.IsBonus)
     {
         _bonusList.Add(a_modifier);
     }
     else
     {
         _malusList.Add(a_modifier);
     }
     _needsToBeCompute = true;
 }
コード例 #2
0
    internal override AEffectReport Apply(Unit a_target)
    {
        if (effectInfos == null)
        {
            Debug.LogError("Null effect for this modifier effect");
            return(null);
        }

        FloatModifier           percent;
        IntModifier             flat;
        IntModifierFromEffect   intMod;
        FloatModifierFromEffect floatMod;

        //PHYSICAL
        if (physical.flat > 0)
        {
            flat      = new IntModifier();
            flat.flat = ComputeStackModification(physical.flat);

            intMod          = new IntModifierFromEffect();
            intMod.modifier = flat;
            intMod.source   = effectInfos.effectOverTime;

            a_target.attack.bonusPhysical.damage.flat.AddModifierFromEffect(intMod);
        }
        if (physical.percent > 0)
        {
            percent      = new FloatModifier();
            percent.flat = ComputeStackModification(physical.percent);            // Only flat % modification.

            floatMod          = new FloatModifierFromEffect();
            floatMod.modifier = percent;
            floatMod.source   = effectInfos.effectOverTime;

            a_target.attack.bonusPhysical.damage.percent.AddModifierFromEffect(floatMod);
        }


        //MAGIC
        if (magic.flat > 0)
        {
            flat      = new IntModifier();
            flat.flat = ComputeStackModification(magic.flat);

            intMod          = new IntModifierFromEffect();
            intMod.modifier = flat;
            intMod.source   = effectInfos.effectOverTime;

            a_target.attack.bonusMagical.damage.flat.AddModifierFromEffect(intMod);
        }
        if (magic.percent > 0)
        {
            percent      = new FloatModifier();
            percent.flat = ComputeStackModification(magic.percent);            // Only flat % modification.

            floatMod          = new FloatModifierFromEffect();
            floatMod.modifier = percent;
            floatMod.source   = effectInfos.effectOverTime;

            a_target.attack.bonusMagical.damage.percent.AddModifierFromEffect(floatMod);
        }

        return(null);
    }