public void TestCreepState() { var state = new CreepState(); state.SetVulnerabilityWithValue(TowerType.Ice, 1000f); Assert.AreEqual(Vulnerability.Sudden, state.GetVulnerability(TowerType.Ice)); }
private void CreateStats(CreepType type, CreepPropertiesXml properties) { CreepData creepData = properties.Get(type); Name = creepData.Name; CreateStat("Hp", creepData.MaxHp); CreateStat("Speed", creepData.Speed); CreateStat("Resistance", creepData.Resistance); CreateStat("Gold", creepData.GoldReward); if (Player.Current != null) ApplyBuff(new BuffEffect(Player.Current.Avatar.GetType().Name + "GoldMultiplier")); State = new CreepState(); foreach (var modifier in creepData.TypeDamageModifier) State.SetVulnerabilityWithValue(modifier.Key, modifier.Value); }
protected override void RestartStatsAndState(float percentage, AgentData data) { var creepData = (CreepData)data; Stats.Clear(); CreateStat("Hp", creepData.MaxHp); var amountToSubtract = (1 - percentage) * creepData.MaxHp; AdjustStat(new StatAdjustment("Hp", "", -amountToSubtract)); CreateStat("Speed", creepData.Speed); CreateStat("Resistance", creepData.Resistance); CreateStat("Gold", creepData.GoldReward); State = new CreepState(); foreach (var modifier in creepData.TypeDamageModifier) { State.SetVulnerabilityWithValue(modifier.Key, modifier.Value); } }
private void CreateStats(CreepType type, CreepPropertiesXml properties) { CreepData creepData = properties.Get(type); Name = creepData.Name; CreateStat("Hp", creepData.MaxHp); CreateStat("Speed", creepData.Speed); CreateStat("Resistance", creepData.Resistance); CreateStat("Gold", creepData.GoldReward); if (Player.Current != null) { ApplyBuff(new BuffEffect(Player.Current.Avatar.GetType().Name + "GoldMultiplier")); } State = new CreepState(); foreach (var modifier in creepData.TypeDamageModifier) { State.SetVulnerabilityWithValue(modifier.Key, modifier.Value); } }
protected override void RestartStatsAndState(float percentage, AgentData data) { var creepData = (CreepData)data; Stats.Clear(); CreateStat("Hp", creepData.MaxHp); var amountToSubtract = (1 - percentage) * creepData.MaxHp; AdjustStat(new StatAdjustment("Hp", "", -amountToSubtract)); CreateStat("Speed", creepData.Speed); CreateStat("Resistance", creepData.Resistance); CreateStat("Gold", creepData.GoldReward); State = new CreepState(); foreach (var modifier in creepData.TypeDamageModifier) State.SetVulnerabilityWithValue(modifier.Key, modifier.Value); }
public void TestCreepState() { var state = new CreepState(); state.SetVulnerabilityWithValue(TowerType.Ice, 1000f); Assert.AreEqual(Vulnerability.Sudden, state.GetVulnerability(TowerType.Ice)); }