コード例 #1
0
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Wait a few seconds for now (spinning will occur once rotation is in)
                //Increase defense by the amount
                CurSequenceAction = new WaitForAnimationSeqAction(AnimationGlobals.PlayerBattleAnimations.GuardName);
                EntityUsing.RaiseDefense(DefenseBoost);

                //Tell the BattleEntity to decrease its Defense at the start of the next turn
                EntityUsing.TurnStartEvent -= DecreaseDefenseBoost;
                EntityUsing.TurnStartEvent += DecreaseDefenseBoost;

                //Show the Battle Event
                BattleManager.Instance.battleEventManager.QueueBattleEvent((int)BattleGlobals.BattleEventPriorities.Message,
                                                                           new BattleManager.BattleState[] { BattleManager.BattleState.Turn, BattleManager.BattleState.TurnEnd },
                                                                           new MessageBattleEvent("Defense will be boosted\nthis turn!", MessageDur));

                Debug.Log($"Raised Defense for {EntityUsing.Name} after using the Defend action!");

                ChangeSequenceBranch(SequenceBranch.End);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
コード例 #2
0
        public virtual void UnFlip()
        {
            if (Flipped == true)
            {
                Entity.SubtractIntAdditionalProperty(Enumerations.AdditionalProperty.Immobile, 1);

                //Remove the immunity to Fright after they get up
                Entity.AddRemoveStatusImmunity(Enumerations.StatusTypes.Fright, false);

                //Raise defense again after unflipping
                Entity.RaiseDefense(DefenseLoss);
            }

            Flipped = false;
            Entity.AnimManager.PlayAnimation(Entity.GetIdleAnim(), true);

            ElapsedFlippedTurns = 0;

            Entity.TurnStartEvent -= OnFlippedTurnStart;
        }