예제 #1
0
파일: Effect.cs 프로젝트: Tsyl/ProjectComet
 public Effect(string name, string iconName, string sfxName, string description,
               Stat targetStat, CharacterStatus hostStatusRequirement, EffectActivationType activationType,
               float value, float standbyDuration, float triggerDuration, int triggerAmount,
               float delay, bool isPersistent)
 {
     this.name                  = name;
     this.iconName              = iconName;
     this.sfxName               = sfxName;
     this.description           = description;
     this.targetStat            = targetStat;
     this.hostStatusRequirement = hostStatusRequirement;
     this.activationType        = activationType;
     this.value                 = value;
     this.standbyDuration       = standbyDuration;
     this.triggerDuration       = triggerDuration;
     this.triggerAmount         = triggerAmount;
     this.delay                 = delay;
     this.isPersistent          = isPersistent;
 }
예제 #2
0
파일: Effect.cs 프로젝트: Tsyl/ProjectComet
        /// <summary>
        ///
        /// </summary>
        /// <param name="_name"></param>
        /// <param name="_icon"></param>
        /// <param name="_sfx"></param>
        /// <param name="_description"></param>
        /// <param name="_targetStat">The stat this effect is modifying.</param>
        /// <param name="_hostStatusRequirement">The status requirement of the host.</param>
        /// <param name="_activationType">The activation requirement for the effect.</param>
        /// <param name="_value">The value that will be added to the target stat.</param>
        /// <param name="_standbyDuration">The duration in which the effect will wait for its requirements to be met.</param>
        /// <param name="_triggerDuration">The duration for which the effect will be in place.</param>
        /// <param name="_triggerAmount">The number of times the value is added to its host during trigger duration.</param>
        /// <param name="_delay">The duration before the ability enters standby.</param>
        /// <param name="_isPersistent">Whether the effect persists after its trigger duration is over.</param>
        public Effect(string _name, Texture2D _icon, SoundEffect _sfx, string _description,
                      Stat _targetStat, CharacterStatus _hostStatusRequirement, EffectActivationType _activationType,
                      float _value, float _standbyDuration, float _triggerDuration, int _triggerAmount,
                      float _delay, bool _isPersistent)
        {
            name                  = _name;
            icon                  = _icon;
            sfx                   = _sfx;
            description           = _description;
            targetStat            = _targetStat;
            hostStatusRequirement = _hostStatusRequirement;
            activationType        = _activationType;
            value                 = _value;
            standbyDuration       = _standbyDuration;
            triggerDuration       = _triggerDuration;
            triggerAmount         = _triggerAmount;
            delay                 = _delay;
            isPersistent          = _isPersistent;

            Initialize();
        }