public override void ApplyEffect(SkillImpact impact, Entity target, float multiple) { if (target is LifeBody) { (target as LifeBody).HP -= Damage * multiple; } }
public override void ApplyEffect(SkillImpact impact, float multiple) { GameObject.FindWithTag("VirtualCamera").GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = multiple * ShakeStrength; impact.WaitForSecond(() => { GameObject.FindWithTag("VirtualCamera").GetComponent <CinemachineVirtualCamera>().GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = 0; }, ShakeTime); }
public override void ApplyEffect(SkillImpact impact, Entity target, float multiple) { if (target is LifeBody) { (target as LifeBody).HP -= Damage * multiple; UnityEngine.Debug.Log(target.name + " Damaged"); } }
public static SkillEffect AllocSkillEffect(SkillEffectInitParam param) { System.Type paramType = param.GetType(); SkillEffect result = null; if (paramType == typeof(SkillBuffInitParam)) { result = new SkillBuff(); } else if (paramType == typeof(SkillImpactInitParam)) { result = new SkillImpact(); } // else if branch. else { ErrorHandler.Parse(ErrorCode.LogicError, "allocate skill effect failed: invalid skilleffect type"); } return(result); }
public override void ApplyEffect(SkillImpact impact, float multiple) { impact.ImpactRadius *= multiple; }
public abstract void ApplyEffect(SkillImpact impact, Entity target, float multiple);
public SkillImpactMessage(SkillImpact impact, params SkillEffectData[] skillEffects) : base(impact.Creator) { Impact = impact; SkillEffects = skillEffects; }
public override void ApplyEffect(SkillImpact impact, Entity target, float multiple) { //target.GetComponent<CustomRigidBody>().AddForce((target.transform.position - impact.transform.position).ClipY().normalized * Impulse, ForceMode.Impulse); target.GetComponent <SkillController>().MovementSkill.KnockBack((target.transform.position - impact.transform.position).ClipY().normalized *Impulse *multiple); }
public override void ApplyEffect(SkillImpact impact, Entity target, float multiple) { return; }
public SkillImpactMessage(SkillImpact impact, params EffectInstance[] effects) : base(impact.Creator) { Impact = impact; Effects = effects; }