init() 공개 메소드

public init ( int effectId, GameObject SpellCaster ) : void
effectId int
SpellCaster GameObject
리턴 void
예제 #1
0
    /// <summary>
    /// Cast Confusion
    /// </summary>
    /// <param name="caster">Caster.</param>
    /// <param name="EffectID">Effect ID of the spell</param>
    void Cast_VasAnWis(GameObject caster, int EffectID)
    {
        //Confusion.
                RaycastHit hit= new RaycastHit();
                NPC npc = GetNPCTargetRandom(caster, ref hit);
                if (npc != null)
                {
                        SpellProp_Mind mindspell = new SpellProp_Mind();
                        mindspell.init (EffectID,caster);
                        //Apply a impact effect to the npc
                        Impact.SpawnHitImpact(npc.transform.name + "_impact",npc.GetImpactPoint(),mindspell.impactFrameStart,mindspell.impactFrameEnd);

                        if (npc.gameObject.GetComponent<SpellEffectConfusion>()!=null)
                        {//Npc already has this effect. Only allow one cast.
                                npc.gameObject.GetComponent<SpellEffectConfusion>().counter=5;//Restart the counter
                        }
                        else
                        {//A new cast
                                int EffectSlot = CheckPassiveSpellEffectNPC(npc.gameObject);
                                if (EffectSlot!=-1)
                                {
                                        SpellEffectConfusion sec= (SpellEffectConfusion)SetSpellEffect(npc.gameObject, npc.NPCStatusEffects, EffectSlot, EffectID);
                                        sec.counter=mindspell.counter;
                                        sec.Go ();
                                }
                        }
                }
    }
예제 #2
0
 /// <summary>
 /// Casts the hallucination effect
 /// </summary>
 /// <param name="caster">Caster.</param>
 /// <param name="ActiveSpellArray">Active spell array.</param>
 /// <param name="EffectID">Effect I.</param>
 /// <param name="EffectSlot">Effect slot.</param>
 void Cast_Hallucination(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot)
 {
     SpellProp_Mind mindspell = new SpellProp_Mind();
             mindspell.init (EffectID,caster);
             SpellEffect hn= (SpellEffectHallucination)SetSpellEffect(caster, ActiveSpellArray, EffectSlot, EffectID);
             hn.counter= mindspell.counter;
             //sel.ApplyEffect();//Apply the effect.
             hn.Go ();// Apply the effect and Start the timer.
             //StartCoroutine(sel.timer());
 }
예제 #3
0
 /// <summary>
 /// Casts the roaming sight generic
 /// </summary>
 /// <param name="caster">Caster.</param>
 /// <param name="ActiveSpellArray">Active spell array.</param>
 /// <param name="EffectID">Effect ID of the spell</param>
 /// <param name="EffectSlot">Effect slot.</param>
 void Cast_RoamingSight(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot)
 {
     SpellProp_Mind mindspell = new SpellProp_Mind();
             mindspell.init (EffectID,caster);
             SpellEffect srs = (SpellEffectRoamingSight)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID);
             srs.counter=mindspell.counter;
             srs.Go ();
 }
예제 #4
0
 /// <summary>
 /// Casts detect monster.
 /// </summary>
 /// <param name="caster">Caster.</param>
 /// <param name="EffectID">Effect ID of the spell</param>
 void Cast_DetectMonster(GameObject caster, int EffectID)
 {
     SpellProp_Mind mind = new SpellProp_Mind();
             mind.init (EffectID,caster);
             Skills.TrackMonsters(caster,(float)mind.BaseDamage,true);
 }
예제 #5
0
    /// <summary>
    /// Casts freeze time (generic)
    /// </summary>
    /// <param name="caster">Caster.</param>
    /// <param name="ActiveSpellArray">Active spell array.</param>
    /// <param name="EffectID">Effect ID of the spell</param>
    /// <param name="EffectSlot">Effect slot.</param>
    void Cast_FreezeTime(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot)
    {
        SpellProp_Mind mind = new SpellProp_Mind();
                mind.init (EffectID,caster);
                //Apply to the player
                SpellEffectFreezeTime timeFreezePlayer= (SpellEffectFreezeTime)SetSpellEffect(caster, ActiveSpellArray, EffectSlot, EffectID);
                timeFreezePlayer.counter= mind.counter;
                long Key = Random.Range(1,200000);
                timeFreezePlayer.Key=Key;
                timeFreezePlayer.Go();
                GameObject[] npcs= GameObject.FindGameObjectsWithTag("NPCs");
                for (int i = 0; i<=npcs.GetUpperBound(0); i++)
                {
                        if (npcs[i].GetComponent<SpellEffectFreezeTime>()==null)//Don't apply if they already have it
                        {
                            int NPCEffectSlot =CheckPassiveSpellEffectNPC(npcs[i]);
                            //Cast_FreezeTime(npcs[i],npcs[i].GetComponent<NPC>().NPCStatusEffects,EffectID,EffectSlot);
                            if (NPCEffectSlot!=-1)
                            {//Check if the NPC has a freeze time already.
                                    SpellEffectFreezeTime timeFreezeNPC=(SpellEffectFreezeTime)SetSpellEffect(npcs[i],npcs[i].GetComponent<NPC>().NPCStatusEffects,NPCEffectSlot,EffectID);
                                    timeFreezeNPC.Key=Key;
                                    timeFreezeNPC.isNPC=true;
                                    timeFreezeNPC.counter=mind.counter;
                                    timeFreezeNPC.Go();
                            }
                        }
                        else
                            {//Restart the effect timer and match the key
                                        npcs[i].GetComponent<SpellEffectFreezeTime>().Key=Key;
                                        npcs[i].GetComponent<SpellEffectFreezeTime>().counter=mind.counter;
                            }

                }
    }
예제 #6
0
    /// <summary>
    /// Casts Paralyze
    /// </summary>
    /// <param name="caster">Caster.</param>
    /// <param name="EffectID">Effect ID of the spell</param>
    void Cast_AnExPor(GameObject caster,int EffectID)
    {
        //Paralyze
                RaycastHit hit= new RaycastHit();
                NPC npc = GetNPCTargetRandom(caster, ref hit);
                if (npc != null)
                {
                        SpellProp_Mind mindspell = new SpellProp_Mind();
                        mindspell.init (EffectID,caster);
                        //Apply a impact effect to the npc
                        Impact.SpawnHitImpact(npc.transform.name + "_impact",npc.GetImpactPoint(),mindspell.impactFrameStart,mindspell.impactFrameEnd);

                        int EffectSlot = CheckPassiveSpellEffectNPC(npc.gameObject);
                        if (EffectSlot!=-1)
                        {
                                SpellEffectParalyze sep= (SpellEffectParalyze)SetSpellEffect(npc.gameObject, npc.NPCStatusEffects, EffectSlot, EffectID);
                                sep.isNPC=true;
                                sep.counter=mindspell.counter;
                                sep.Go ();
                        }
                }
    }
예제 #7
0
    /// <summary>
    /// Casts smite undead
    /// </summary>
    /// <param name="caster">Caster.</param>
    /// <param name="EffectID">Effect ID of the spell</param>
    /// Only affects undead as set by GetNPCTargetRandom
    void Cast_AnCorpMani(GameObject caster, int EffectID)
    {
        //Smite undead
                RaycastHit hit= new RaycastHit();
                NPC npc = GetNPCTargetRandom(caster, ref hit, 1);
                if (npc != null)
                {
                        SpellProp_Mind mindspell = new SpellProp_Mind();
                        mindspell.init (EffectID,caster);
                        //Apply a impact effect to the npc
                        Impact.SpawnHitImpact(npc.transform.name + "_impact",npc.GetImpactPoint(),mindspell.impactFrameStart,mindspell.impactFrameEnd);

                        SpellProp_DirectDamage damage = new SpellProp_DirectDamage();
                        damage.init (EffectID,caster);
                        npc.ApplyAttack(damage.BaseDamage,caster);
                }
    }
예제 #8
0
 /// <summary>
 /// Casts the telekinesis spell generic
 /// </summary>
 /// <param name="caster">Caster.</param>
 /// <param name="ActiveSpellArray">Active spell array.</param>
 /// <param name="EffectID">Effect ID of the spell</param>
 /// <param name="EffectSlot">Effect slot.</param>
 public void Cast_Telekinesis(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot)
 {
     //Telekenisis
             SpellProp_Mind mindspell = new SpellProp_Mind();
             mindspell.init (EffectID,caster);
             SpellEffectTelekinesis setk = (SpellEffectTelekinesis)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID);
             setk.counter=mindspell.counter; //It will run for x ticks.
             setk.Go ();
 }
예제 #9
0
 /// <summary>
 /// Casts the paralyze spells (generic)
 /// </summary>
 /// <param name="caster">Caster.</param>
 /// <param name="ActiveSpellArray">Active spell array.</param>
 /// <param name="EffectID">Effect ID of the spell</param>
 /// <param name="EffectSlot">Effect slot.</param>
 public void Cast_Paralyze(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot)
 {
     //Paralyze
             SpellProp_Mind mindspell = new SpellProp_Mind();
             mindspell.init (EffectID,caster);
             SpellEffectParalyze sep = (SpellEffectParalyze)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID);
             sep.counter=mindspell.counter; //It will run for x ticks.
             if (caster.name!=GameWorldController.instance.playerUW.name)
             {
                     sep.isNPC=true;
             }
             sep.Go ();
 }
예제 #10
0
 /// <summary>
 /// Casts the maze navigation spell generic
 /// </summary>
 /// <param name="caster">Caster.</param>
 /// <param name="ActiveSpellArray">Active spell array.</param>
 /// <param name="EffectID">Effect ID of the spell</param>
 /// <param name="EffectSlot">Effect slot.</param>
 public void Cast_MazeNavigation(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot)
 {
     SpellProp_Mind mindspell = new SpellProp_Mind();
             mindspell.init (EffectID,caster);
             SpellEffectMazeNavigation sem = (SpellEffectMazeNavigation)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID);
             sem.counter=mindspell.counter;
             sem.Go ();
 }