new private void Start() { base.Start(); _attack = new Attack(150, 1.0f, this, 14, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)); _heal = new Heal(240, 1.0f, 0.2f, this, 60f, (Targetable attackable) => TargetingFunction.IsAllyUnit(this, attackable)); Skills = new Skill[] { _attack, _heal }; }
new private void Start() { base.Start(); _attack = new Attack(150, 1.0f, this, 25, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)); _massHeal = new MassHeal(240, 1.0f, 0.2f, this, 60f, 75f, (Targetable attackable) => TargetingFunction.IsAllyUnit(this, attackable)); _overtimeHeal = new OvertimeHeal(2f, (Attackable attackable) => TargetingFunction.IsAllyUnit(this, attackable)); _healingAura = new Aura(75f, _overtimeHeal); _healingAura.ApplyOnTarget(this); Skills = new Skill[] { _attack, _massHeal }; }
new private void Start() { base.Start(); List <IOffensiveModifier> modifiers = new List <IOffensiveModifier>(); Defense def = new Defense(0.2f, (Attackable target) => TargetingFunction.IsAllyUnit(this, target)); Aura armorAura = new Aura(80, def); armorAura.ApplyOnTarget(this); ArmorPierce armorPiercing = new ArmorPierce(0.5f); modifiers.Add(armorPiercing); _attack = new Attack(0f, 1.0f, this, 45, (Targetable attackable) => TargetingFunction.IsEnemy(this, attackable)) { Modifiers = modifiers }; Skills = new[] { _attack }; }