public BattleFighterPropty(BattleFighter fighter) { this.owner = fighter; this.baseProp = new RoleAProperty(); this.buffProp = new RoleAProperty(); this.mutiProp = new RoleAProperty(); this.battleProp = new RoleAProperty(); initBaseProp(); }
public override void changeHp(int costHp, BattleFighter defencer) { defencer.changeCurHp(costHp); }
public override int getAttackRatioIndex(BattleFighter fighter) { return 0; }
public override void costFighterHp(int costHp, BattleFighter fighter) { fighter.changeCurHp(-costHp); }
public override int getFighterTotalHp(BattleFighter fighter) { return fighter.TotalHp; }
public override int getFighterCurHp(BattleFighter fighter) { return fighter.CurHp; }
public override bool isActiveFighter(BattleFighter fighter) { return !fighter.Dead; }
public HeroPoint(BattleFighter fighter, HeroColor color) : this(false) { this.fighter = fighter; this.inBattle = false; Color = color; }
public FighterStateManager(BattleFighter owner) { this.stateMap = new Dictionary<int, BattleFighterState>(); this.lastStateMap = new Dictionary<int, BattleFighterState>(); }
public override void costFighterHp(int costHp, BattleFighter fighter) { changeHp(-costHp, fighter); }
public override bool isActiveFighter(BattleFighter fighter) { return this.indexedHeroPoint[fighter.index].InBattle; }
public override void changeHp(int changeHp, BattleFighter defencer) { int _totalHp = changeValue(CurHp, changeHp, TotalHp); HeroCurHp = _totalHp; }
public virtual HeroPoint createHeroPoint(BattleFighter battleFighter, HeroColor color) { HeroPoint _newPoint = new HeroPoint(battleFighter, color); indexedHeroPoint[battleFighter.Index] = _newPoint; return _newPoint; }
public virtual bool isSameFighter(BattleFighter fighter) { return Index == fighter.Index; }
public virtual void afterDefence(BattleFighter attacker, BattleFightRecord record) { buffManager.onDefence(attacker, record); }