예제 #1
0
 public override bool ActivateCommanderAbilityOnHero(Hero heroTarget)
 {
     Debug.LogWarning("WARLOCK COMMANDER USING SHIELD!!");
     //Grant ability target shield
     heroTarget.AddArmor(this.COMMANDER_ABILITY_ARMOR);
     //Drain resource
     this.currentAbilityCharge = 0;
     //Update UI
     this.commanderUIPanel.SetCommanderResourceText(this.currentAbilityCharge);
     //Reset UI elements
     this.commanderUIPanel.SetCommanderAbilityButtonActive(false);
     return(true);
 }
예제 #2
0
 private void RemoveStats(Hero h)
 {
     h.AddMaxHp(-HP);
     h.AddMaxEnergy(-E);
     h.AddAttackDamage(-AD);
     h.AddAbilityPower(-AP);
     h.AddArmor(-A);
     h.AddResist(-R);
     h.AddRegen(-HR);
     h.AddEnergyRegen(-ER);
     h.AddMovementSpeed(-MS);
     h.AddAttackSpeed(-AS);
     h.AddCDReduction(-CDR);
 }
예제 #3
0
 private void AddStats(Hero h)
 {
     h.AddMaxHp(HP);
     h.AddMaxEnergy(E);
     h.AddAttackDamage(AD);
     h.AddAbilityPower(AP);
     h.AddArmor(A);
     h.AddResist(R);
     h.AddRegen(HR);
     h.AddEnergyRegen(ER);
     h.AddMovementSpeed(MS);
     h.AddAttackSpeed(AS);
     h.AddCDReduction(CDR);
 }
예제 #4
0
    void Use()
    {
        print("Use");

        switch (cardType)
        {
        case "attack":    //普通攻击
            boss.TakeDamage(value);
            break;

        case "armor":    //普通防御
            hero.AddArmor(value);
            break;

        case "attack_attackPlusNow":    //痛击
        {
            boss.TakeDamage(value);
            hero.AddPower(4);
            hero.SetPowerFlag(true);
        }
        break;

        case "armor_draw":    //耸肩无视
        {
            hero.AddArmor(value);
            gameControll.SendCard();
        }
        break;

        case "attack_armor":    //铁斩波
        {
            hero.AddArmor(value);
            boss.TakeDamage(value);
        }
        break;

        case "attack_draw":    //剑柄打击
        {
            boss.TakeDamage(value);
            gameControll.SendCard();
        }
        break;

        case "attackarmor":    //全身撞击
        {
            boss.TakeDamage(hero.GetArmor());
        }
        break;

        case "draw":    //战斗专注
        {
            gameControll.SendCards(value);
        }
        break;

        case "armor_thornsPlusNow":    //火焰屏障(反伤未实现)
        {
            hero.AddArmor(value);
        }
        break;

        case "attackPlusNow":    //活动肌肉
        {
            hero.AddPower(value);
            hero.SetPowerFlag(true);
        }
        break;

        case "attackDoublePlus":    //突破极限
        {
            hero.AddPower(hero.GetPower());
        }
        break;

        case "attackPlus":    //燃烧
        {
            hero.AddPower(value);
        }
        break;

        case "armorDoublePlus":    //巩固
        {
            hero.AddArmor(hero.GetArmor());
        }
        break;

        case "armorPlus":    //壁垒
        {
            hero.SetArmorFlag(true);
        }
        break;

        default:
            Debug.Log("error");
            break;
        }
        print("jie绑");
        EffectCtrl.Instance.AnimatinEvent.finish -= Use;
    }