public void AccessorsSetCorrectValues() { WarriorSkill a = new WarriorSkill() { Name = "Mayhem", Effect1Amount = 1, Effect1 = WarriorSkillEffectId.RaiseRange, Effect2 = WarriorSkillEffectId.ClimbHigher, Effect2Amount = 3, Effect3 = WarriorSkillEffectId.ChanceToFlinchOpponent, Effect3Amount = 40, Target = WarriorSkillTargetId.SelfAndAllAllies, Duration = 3, }; a.Name.Should().Be("Mayhem"); a.Effect1Amount.Should().Be(1); a.Effect1.Should().Be(WarriorSkillEffectId.RaiseRange); a.Effect2.Should().Be(WarriorSkillEffectId.ClimbHigher); a.Effect2Amount.Should().Be(3); a.Effect3.Should().Be(WarriorSkillEffectId.ChanceToFlinchOpponent); a.Effect3Amount.Should().Be(40); a.Target.Should().Be(WarriorSkillTargetId.SelfAndAllAllies); a.Duration.Should().Be(3); // Add Array equal test when possible }
public static void Render(this IConsole console, WarriorSkill saihai, WarriorSkillId id) { console.WriteTitle($"{id}"); console.WriteProperty("Name", saihai.Name); console.WriteProperty("Effect1", $"{saihai.Effect1} ({saihai.Effect1Amount})"); console.WriteProperty("Effect2", $"{saihai.Effect2} ({saihai.Effect2Amount})"); console.WriteProperty("Effect3", $"{saihai.Effect3} ({saihai.Effect3Amount})"); console.WriteProperty("Target", saihai.Target.ToString()); console.WriteProperty("Duration", saihai.Duration.ToString()); }
private void Awake() { _warriorInputController = GetComponent <WarriorInputController>(); _warriorParticleManager = GetComponent <WarriorParticleManager>(); _warriorSkillManager = new WarriorSkillManager(); _warriorStrongAttack = new WarriorStrongAttack(this); _warriorQuickAttack = new WarriorQuickAttack(this); _warriorDefence = new WarriorDefence(this); _warriorSkillManager.AddSkill(_warriorStrongAttack); _warriorSkillManager.AddSkill(_warriorQuickAttack); _warriorSkillManager.AddSkill(_warriorDefence); _warriorInputController.Initialize(_warriorSkillManager); _warriorInputController.OnPerformSkillPressed += PerformSkill; }
public void AccessorsReturnCorrectValues() { WarriorSkill a = new WarriorSkill(new byte[] { 0x4D, 0x61, 0x79, 0x68, 0x65, 0x6D, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x85, 0x09, 0x80, 0x66, 0x28, 0xB8, 0x06, 0x00 }); a.Name.Should().Be("Mayhem"); a.Effect1Amount.Should().Be(1); a.Effect1.Should().Be(WarriorSkillEffectId.RaiseRange); a.Effect2.Should().Be(WarriorSkillEffectId.ClimbHigher); a.Effect2Amount.Should().Be(0); a.Effect3.Should().Be(WarriorSkillEffectId.ChanceToFlinchOpponent); a.Effect3Amount.Should().Be(40); a.Target.Should().Be(WarriorSkillTargetId.Self); a.Duration.Should().Be(3); }
public static PlayerSkill GetPlayerSkill(int id, Player player) { PlayerSkill skill = null; switch ((OccupationType)player.occupation) { case OccupationType.Warrior: skill = new WarriorSkill(id, player); break; case OccupationType.Support: skill = new SupportSkill(id, player); break; case OccupationType.Mage: skill = new MageSkill(id, player); break; case OccupationType.Assassin: skill = new AssassinSkill(id, player); break; default: break; } return(skill); }
public void SetModel(WarriorSkillId id, WarriorSkill model) { Id = (int)id; _model = model; RaiseAllPropertiesChanged(); }
public WarriorSkillViewModel(ICachedMsgBlockService msgService) { _msgService = msgService; _model = new WarriorSkill(); }
private void PerformSkill(WarriorSkill warriorSkill) { warriorSkill.Perform(); }
public void AddSkill(WarriorSkill warriorSkill) { _warriorSkills.Add(warriorSkill); }