예제 #1
0
    private bool CheckAbleToShoot()
    {
        if (BF_GameManager.instance.GAME_IS_OVER)
        {
            return(false);
        }

        BF_LiquidBarHandler bfmh = BF_GameManager.instance.MANA_LIQUIDBAR;

        // if is enough mana, will shoot.
        return(bfmh.IsAbleToCastCast(JCS_Mathf.ToNegative(mManaCastPerShoot)));
    }
예제 #2
0
    /// <summary>
    /// Do the effect base on type u select.
    /// </summary>
    /// <param name="effectType"> effect type. </param>
    public void DoEffect(BF_PickItemEffectType effectType)
    {
        BF_GameManager bfGm = BF_GameManager.instance;

        switch (effectType)
        {
        case BF_PickItemEffectType.ADD_HP:
        {
            bfGm.HEALTH_LIQUIDBAR.DeltaAdd(mEffectValue);
        }
        break;

        case BF_PickItemEffectType.SUB_HP:
        {
            bfGm.HEALTH_LIQUIDBAR.DeltaSub(mEffectValue);
        }
        break;

        case BF_PickItemEffectType.ADD_MP:
        {
            bfGm.MANA_LIQUIDBAR.DeltaAdd(mEffectValue);
        }
        break;

        case BF_PickItemEffectType.SUB_MP:
        {
            bfGm.MANA_LIQUIDBAR.DeltaSub(mEffectValue);
        }
        break;

        case BF_PickItemEffectType.INC_RC_MP:
        {
            bfGm.MANA_LIQUIDBAR.LiquidBar.RecoverValue += JCS_Mathf.ToPositive(mEffectValue);
        }
        break;

        case BF_PickItemEffectType.DEC_RC_MP:
        {
            bfGm.MANA_LIQUIDBAR.LiquidBar.RecoverValue += JCS_Mathf.ToNegative(mEffectValue);
        }
        break;
        }
    }
예제 #3
0
    //========================================
    //      Self-Define
    //------------------------------
    //----------------------
    // Public Functions
    public void DoEffect(RC_Player p)
    {
        switch (mEffectType)
        {
            case RC_EffectType.BLOCK:
                p.Block();
                break;
            case RC_EffectType.SPEED_UP:
                p.DeltaSpeed(mSpeedUp);
                break;
            case RC_EffectType.SPEED_DOWN:
                p.DeltaSpeed(mSpeedDown);
                break;
            case RC_EffectType.PUSH_UP:
                p.PushY(mPushForce);
                break;
            case RC_EffectType.PUSH_DOWN:
                p.PushY(-mPushForce);
                break;
            case RC_EffectType.WEAK:
                p.DeltaJumpForce(mJumpForceDown, 0);        // make it cannot jump
                break;
            case RC_EffectType.ENERGETIC:
                p.DeltaJumpForce(mJumpForceUp, 0);
                break;
            case RC_EffectType.ADD_POINT:
                p.DeltaPoint(JCS_Mathf.ToPositive(mPoint));
                break;
            case RC_EffectType.LOSE_POINT:
                p.DeltaPoint(JCS_Mathf.ToNegative(mPoint));
                break;

        }

        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

    }