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); }
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); }
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); }
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; }