public FreeFromInjuryBuff(Bot source, float time, BuffSystem owner) { this.Source = source; this.Owner = owner; this.BuffType = BuffType.buff; BuffEndRule = new RuleTimeOver(time); }
public GrapplingHook() { CurrentPhase = SkillActionPhase.InActive; RuleCast = new RuleTimeOver(ropePreTime); RuleComplete = new RuleTimeOver(ropePreTime); RuleEnd = new RuleTimeOver(transDur); grapplingShooterPrefab = Resources.Load <GameObject>("WJ/Grappling Shooter"); }
public SkillBallHack() { CurrentPhase = SkillActionPhase.InActive; RuleComplete = new RuleTimeOver(2.5f); RuleCast = new RuleTimeOver(1.2f); RuleEnd = new RuleTrue(); BulletHack = Resources.Load <GameObject>("Eriya/BulletHack"); }
public SkillBallLaser() { CurrentPhase = 0; //Debug.Log("hh"); RuleCast = new RuleTimeOver(1.2f); RuleComplete = new RuleTrue(); RuleEnd = new RuleTimeOver(0.3f); }
public MPBuff(Bot source, float time, BuffType buffType, BuffSystem owner, int mpDelta) { m_mpDelta = mpDelta; this.Source = source; this.Owner = owner; this.BuffType = buffType; m_timer = new Timer(); BuffEndRule = new RuleTimeOver(time); }
public HeatBuff(Bot source, float time, BuffType buffType, BuffSystem owner, int heatDelta) { this.Source = source; this.Owner = owner; this.BuffType = buffType; m_heatDelta = heatDelta; m_timer = new Timer(); BuffEndRule = new RuleTimeOver(time); }
public BuffSpeedLimitThrowSW(Bot source) { this.Source = source; BuffEndRule = new RuleTimeOver(2); this.BuffType = BuffType.debuff; }
public SkillThrowWP() { RuleCast = TopIn; RuleComplete = new RuleTimeOver(0.4f); RuleEnd = new RuleFalse(); }
public void SetRule() { RuleComplete = new RuleTimeOver(0.3f); RuleEnd = new RuleTimeOver(0.5f); RuleCast = new RuleAnimatorPhaseIn("Stand", a, a.GetLayerIndex("Normal")); }
static MainWeaponDusbinTop() { Model = Resources.Load <GameObject>("Dusbin/Dusbin_Top"); RuleTimeOver t = new RuleTimeOver(10); }