public void Generate(ImmediateCube source) { this.damage = source.damage; this.attackType = source.attackType; this.targetType = source.targetType; this.bulletPrefab = source.bulletPrefab; this.isTracing = source.isTracing; this.hitEffect = source.hitEffect; }
public void Generate(FiringCube source) { damage = source.damage; attackType = source.attackType; targetType = source.targetType; bulletPrefab = source.bulletPrefab; isTracing = source.isTracing; duration = source.duration; damagePerSecond = source.damagePerSecond; }
public void Generate(SlowCube source) { damage = source.damage; attackType = source.attackType; targetType = source.targetType; bulletPrefab = source.bulletPrefab; isTracing = source.isTracing; hitEffect = source.hitEffect; slowDuration = source.slowDuration; slowSpeedPercent = source.slowSpeedPercent; }
public void Generate(ExplosionCube source) { damage = source.damage; attackType = source.attackType; targetType = source.targetType; bulletPrefab = source.bulletPrefab; isTracing = source.isTracing; explosionRadius = source.explosionRadius; explosionAttenuation = source.explosionAttenuation; hitEffect = source.hitEffect; }
public void Generate(StunCube source) { damage = source.damage; attackType = source.attackType; targetType = source.targetType; bulletPrefab = source.bulletPrefab; isTracing = source.isTracing; hitEffect = source.hitEffect; stunDuration = source.stunDuration; possibility = source.possibility; }
public void TakeDamage(float damage, TowerDescription.AttackType type) { switch (type) { case TowerDescription.AttackType.bullet: TakeDamage(damage * bulletResis); break; case TowerDescription.AttackType.explosive: TakeDamage(damage * explosiveResis); break; case TowerDescription.AttackType.flame: TakeDamage(damage * flameResis); break; case TowerDescription.AttackType.tesla: TakeDamage(damage * teslaResis); break; case TowerDescription.AttackType.nuclear: TakeDamage(damage * nuclearResis); break; case TowerDescription.AttackType.unknown: Debug.Log("Unknown damage taken."); TakeDamage(damage); break; } }
internal float GetResis(TowerDescription.AttackType type) { switch (type) { case TowerDescription.AttackType.bullet: return(bulletResis); case TowerDescription.AttackType.explosive: return(explosiveResis); case TowerDescription.AttackType.flame: return(flameResis); case TowerDescription.AttackType.tesla: return(teslaResis); case TowerDescription.AttackType.nuclear: return(nuclearResis); default: return(1); } }
public void Generate(ExplosionFiringCube source) { damage = source.damage; attackType = source.attackType; targetType = source.targetType; bulletPrefab = source.bulletPrefab; isTracing = source.isTracing; target = source.target; explosionRadius = source.explosionRadius; explosionAttenuation = source.explosionAttenuation; hitEffect = source.hitEffect; explosionParticleEffect = source.explosionParticleEffect; firingRadius = source.firingRadius; duration = source.duration; damagePerSecond = source.damagePerSecond; firingParticleEffect = source.firingParticleEffect; }