Exemplo n.º 1
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 public WarperSpaceship()
 {
     SpaceshipClassName        = "Warper";
     SpaceshipClassDescription = "BALLANCED";
     Base_attack   = 15;
     Base_def      = 4;
     MaxHealth     = 1000;
     CurrentHealth = MaxHealth;
     QSkill        = new BasicAttack();
     WSkill        = new SteeringMissile();
     ESkill        = new BlasterOrb();
     ASkill        = new OrionMove();
     SSkill        = new Teleporter();
     DSkill        = new CircleMove();
     ZSkill        = new Invisible();
     XSkill        = new ElectricCharge();
     CSkill        = new BlackHole();
 }
Exemplo n.º 2
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 public ScalpelSpaceship()
 {
     SpaceshipClassName        = "Scalpel";
     SpaceshipClassDescription = "STRONG ATTACK";
     Base_attack   = 12;
     Base_def      = 2;
     MaxHealth     = 800;
     CurrentHealth = MaxHealth;
     QSkill        = new BasicAttack();
     WSkill        = new SteeringMissile();
     ESkill        = new BlasterOrb();
     ASkill        = new OrionMove();
     SSkill        = new Teleporter();
     DSkill        = new CircleMove();
     ZSkill        = new MirrorShield();
     XSkill        = new Desant();
     CSkill        = new LaserBeam();
 }
Exemplo n.º 3
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 public OrionSpaceship()
 {
     SpaceshipClassName        = "Orion";
     SpaceshipClassDescription = "GOOD DEF, WEAK ATTACK";
     Base_attack   = 10;
     Base_def      = 8;
     MaxHealth     = 1200;
     CurrentHealth = MaxHealth;
     QSkill        = new BasicAttack();
     WSkill        = new SteeringMissile();
     ESkill        = new BlasterOrb();
     ASkill        = new OrionMove();
     SSkill        = new Teleporter();
     DSkill        = new CircleMove();
     ZSkill        = new Shield();
     XSkill        = new AirForceCall();
     CSkill        = new Revind();
 }
Exemplo n.º 4
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    public void Use(GameObject user)
    {
        Enemy_AI aI = GameObject.Find("Enemy").GetComponent <Enemy_AI>();

        if (user == GameObject.Find("Player") && !Skill_Handler.isBroken && skill_Handler.WSlot.cdEnd && skill_Handler.state == Skill_Handler.ButtonState.wActive)
        {
            Missile newMissile = (Missile)Instantiate(MissilePrefab, firepoint.position, Quaternion.identity);
            newMissile.gameObject.name = "PlayerMissile";
            StartCoroutine(newMissile.GetOutState(Enemy));

            skill_Handler.WSlot.CoolDownCounter(CreatePlayer.chosenShip.WSkill, skill_Handler.wSkillSlot);
        }
        if (user == GameObject.Find("Enemy") && !aI.isBroken && cdEnd)
        {
            Skill   sm          = new SteeringMissile();
            Missile thisMissile = (Missile)Instantiate(MissilePrefab, MissilePoint.position, Quaternion.identity);
            thisMissile.gameObject.name    = "EnemyMissile";
            thisMissile.transform.rotation = Quaternion.Euler(0, 180f, 0);
            thisMissile.EnemyShot();
            StartCoroutine(thisMissile.GetOutState(GameObject.Find("Player")));
            StartCoroutine(SimpleCoolDown(CreateEnemy.EnemyShip.WSkill.SkillCoolDown));
        }
    }