예제 #1
0
파일: CombatEffect.cs 프로젝트: cfdj/SEPR4
 public void doEffect(CombatCharacter character)
 {
     if (type == effectType.abilityPerTurn)
     {
         List <CombatCharacter> characterList = new List <CombatCharacter> ();
         characterList.Add(character);
         ability.doAbility(characterList, character);
     }
 }
예제 #2
0
파일: CombatManager.cs 프로젝트: cfdj/SEPR4
 //called in update() if the current stage is the attacking stage
 void attackingStage()     // TODO add animations and delays to attack stage
 {
     if (timer > 1f)
     {
         attack.doAbility(attackTargets, attacker);
         attackTargets = null;
         currentStage  = turnStages.returning;
         attacker.updateEntityAnimation("return");
     }
 }
예제 #3
0
 //called in update() if the current stage is the attacking stage
 void attackingStage()
 {
     if (timer > 1f)
     {
         attack.doAbility(attackTargets, attacker);
         attackTargets = null;
         currentStage  = turnStages.returning;
         attacker.updateEntityAnimation("return");
     }
 }
예제 #4
0
 public void doEffect(CombatCharacter character)
 {
     if (type == effectType.abilityPerTurn)
     {
         this.modifier = modifier * character.GetLevel(character.Name);
         List <CombatCharacter> characterList = new List <CombatCharacter> ();
         characterList.Add(character);
         ability.doAbility(characterList, character);
     }
 }