public int GetChosenPassiveSkillSprite(PassiveSkills passive) { switch (passive) { case PassiveSkills.None: return(0); case PassiveSkills.BouncyBullet: return(0); case PassiveSkills.HelperBullet: return(1); case PassiveSkills.SlowdownBullet: return(2); case PassiveSkills.SpeedUp: return(3); case PassiveSkills.TriShield: return(4); default: return(0); } }
//[PunRPC] //void RPC_RemoveActiveSkills(int index) //{ // thisMatchActiveSkills.RemoveAt(index); // PrintRemainingSkills(); //} public PassiveSkills[] GetPassiveSkills() { PassiveSkills[] skills = new PassiveSkills[thisMatchPassiveSkills.Count]; for (int i = 0; i < thisMatchPassiveSkills.Count; i++) { skills[i] = thisMatchPassiveSkills[i]; } return(skills); }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// -- Add/Remove Passive Effect Components -- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public int AddPassiveSkill(List <PassiveSkill> pSkillsList, int id) { if (!ValidListInput(pSkillsList, id)) { return(-1); } PassiveSkills.Add(new PassiveSkill(pSkillsList[id])); AddPassiveEffects(PassiveSkills.Last()); return(PassiveSkills.Last().Id); }
public int RemovePassiveSkill(int listIndex) { if (!ValidListInput(PassiveSkills, listIndex)) { return(-1); } PassiveSkill toRemove = PassiveSkills[listIndex]; RemovePassiveEffects(toRemove); PassiveSkills.RemoveAt(listIndex); return(toRemove.Id); }
private void PassiveAbilityProcess(PassiveSkills passive) { triShield.SetAbility(false); switch (passiveSkills) { case PassiveSkills.None: break; case PassiveSkills.BouncyBullet: playerCombat.AssignedBulletBounce(maxBulletBounces); currentPassive = passiveAbilities[0]; //BouncyBullet(maxBulletBounces); break; case PassiveSkills.HelperBullet: currentPassive = passiveAbilities[1]; playerCombat.AssignedHelperBullet(); break; case PassiveSkills.SlowdownBullet: currentPassive = passiveAbilities[2]; playerCombat.AssignedSlowdownBullet(); break; case PassiveSkills.SpeedUp: currentPassive = passiveAbilities[3]; playerMovement.AssignSpeedUp(); break; case PassiveSkills.TriShield: currentPassive = passiveAbilities[4]; triShield.SetAbility(true); break; default: break; } }
private void PassiveAbilityProcess(Ability chosenPassive) { if (chosenPassive != null) { // Assign enum by current random enum value passiveSkills = chosenPassive.passiveSkillId; switch (passiveSkills) { case PassiveSkills.None: break; case PassiveSkills.BouncyBullet: BouncyBullet(maxBulletBounces); break; case PassiveSkills.HelperBullet: break; case PassiveSkills.SlowdownBullet: break; case PassiveSkills.SpeedUp: SpeedUp(); break; case PassiveSkills.TriShield: break; default: break; } } else { throw new NotImplementedException(); } }
public void AssignPassiveSkill(PassiveSkills passive) { passiveSkills = passive; PassiveAbilityProcess(passiveSkills); }
public Hydra() : base("Hydra", 80, new damage(7, 14), 15, 12, 7) { PassiveSkills.Add(new Recharge(true)); ActiveSkills.Add(new InitiativeBaff()); }
public Fury() : base("Fury", 16, new damage(5, 7), 5, 3, 16) { PassiveSkills.Add(new Recharge(true)); PassiveSkills.Add(new DisableRecharge()); ActiveSkills.Add(new AttackBaff()); }
/* * Augmente le niveau d'un sous skill passif de 1 * params => skillRank : Skill qui dont le niveau doit etre augmenté * => first : true si c'est le premier skill qui doit etre augmenté * false si c'est le second */ void upgradePassiveLittleSkill(PassiveSkills skillRank, bool first) { if (first) { player.experienceUpdate(-skillRank.getCostIncFirstAd()); int newLevel = skillRank.getLvlFirstAd() + 1; skillRank.setLvlFirstAd(newLevel); } else { player.experienceUpdate(-skillRank.getCostIncSecAd()); int newLevel = skillRank.getLvlSecAd() + 1; skillRank.setLvlSecAd(newLevel); } }
public Arbalester() : base("Arbalester", 10, new damage(2, 8), 4, 4, 8) { PassiveSkills.Add(new Recharge(false)); PassiveSkills.Add(new DisableRecharge()); PassiveSkills.Add(new DisableDefence()); }
public Goblin() : base("Goblin", 8, new damage(2, 5), 4, 4, 12) { PassiveSkills.Add(new Recharge(true)); }
public Skeleton() : base("Skeleton", 5, new damage(1, 1), 1, 2, 10) { PassiveSkills.Add(new Recharge(true)); }