public SkillEffect(string EffectTypeName, bool IsPassive, UnitEffectParams Params) : base(EffectTypeName, IsPassive) { if (Params != null) { this.Params = new UnitEffectParams(Params); this.Params.CopyGlobalIntoLocal(); if (this.Params.LocalContext.EffectOwnerUnit != null && GameScreens.GameScreen.Debug != null) { List <string> ListDebugText = new List <string>(); ListDebugText.Add("The context used was:"); if (this.Params.LocalContext.EffectOwnerSquad != null && !string.IsNullOrEmpty(this.Params.LocalContext.EffectOwnerSquad.SquadName)) { ListDebugText.Add("Owner Squad: " + this.Params.LocalContext.EffectOwnerSquad.SquadName); } if (this.Params.LocalContext.EffectOwnerUnit != null) { ListDebugText.Add("Owner Unit: " + this.Params.LocalContext.EffectOwnerUnit.FullName); } if (this.Params.LocalContext.EffectOwnerCharacter != null) { ListDebugText.Add("Owner Pilot: " + this.Params.LocalContext.EffectOwnerCharacter.FullName); } if (this.Params.LocalContext.EffectTargetSquad != null && !string.IsNullOrEmpty(this.Params.LocalContext.EffectTargetSquad.SquadName)) { ListDebugText.Add("Target Squad: " + this.Params.LocalContext.EffectTargetSquad.SquadName); } if (this.Params.LocalContext.EffectTargetUnit != null) { ListDebugText.Add("Target Unit: " + this.Params.LocalContext.EffectTargetUnit.FullName); } if (this.Params.LocalContext.EffectTargetCharacter != null) { ListDebugText.Add("Target Pilot: " + this.Params.LocalContext.EffectTargetCharacter.FullName); } GameScreens.GameScreen.Debug.AddDebugEffect(this, ListDebugText); } } }
public ActivateSpiritEffect(UnitEffectParams Params) : base(Name, false, Params) { _ActivateSpiritValue = string.Empty; }
public NullifyAttackEffect(UnitEffectParams Params) : base(Name, true, Params) { ListAttack = new List <string>(); }
public SkillEffect(string EffectTypeName, bool IsPassive) : base(EffectTypeName, IsPassive) { Params = null; }
public RepairEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public UnitEffectParams(UnitEffectParams Clone) : this(Clone.GlobalContext) { }
public SwordCutEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public AttackFirstEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public PostAttackEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public IgnoreEnemySkillEffect(UnitEffectParams Params) : base(Name, true, Params) { _IgnoreEnemySkillValue = string.Empty; }
public ShootDownEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public BarrierEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public ShieldEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public PostMovementEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public NullifyAttackEffect(UnitEffectParams Params) : base(Name, true, Params) { ArrayAttack = new string[0]; }
public ExtraMovementsPerTurnEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public AutoDodgeEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public NullifyDamageEffect(UnitEffectParams Params) : base(Name, true, Params) { }
public ResupplyEffect(UnitEffectParams Params) : base(Name, true, Params) { }