Пример #1
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 public CombatEffectBase(ActorCombatController source, ActorCombatController target, string effectExpression, Effect effectType)
 {
     this.source           = source;
     this.target           = target;
     this.effectType       = effectType;
     this.effectExpression = effectExpression;
 }
Пример #2
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        public ConstLoader(ActorCombatController source, ActorCombatController target)
        {
            values = new Dictionary <string, float>();

            values.Add("SOURCE_STR", source.entity.strength);
            values.Add("SOURCE_CON", source.entity.constitution);
            values.Add("SOURCE_WIL", source.entity.willpower);
            values.Add("SOURCE_INT", source.entity.intelligence);
            values.Add("SOURCE_HP", source.entity.hitPoints);
            values.Add("SOURCE_MP", source.entity.mana);
            values.Add("SOURCE_END", source.entity.endurance);
            values.Add("SOURCE_RCT", source.entity.reaction);
            values.Add("SOURCE_LVL", source.entity.entityLevel);
            values.Add("SOURCE_PARMOR", source.entity.physicalArmor);
            values.Add("SOURCE_MARMOR", source.entity.magicArmor);

            values.Add("TARGET_STR", target.entity.strength);
            values.Add("TARGET_CON", target.entity.constitution);
            values.Add("TARGET_WIL", target.entity.willpower);
            values.Add("TARGET_INT", target.entity.intelligence);
            values.Add("TARGET_HP", target.entity.hitPoints);
            values.Add("TARGET_MP", target.entity.mana);
            values.Add("TARGET_END", target.entity.endurance);
            values.Add("TARGET_RCT", target.entity.reaction);
            values.Add("TARGET_LVL", target.entity.entityLevel);
            values.Add("TARGET_PARMOR", target.entity.physicalArmor);
            values.Add("TARGET_MARMOR", target.entity.magicArmor);
        }
Пример #3
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    public CommandBase(string displayName, ActorCombatController owner, float delayTime, float staminaCost, float manaCost, Target[] targetOptions, int defaultTargetIndex, bool isRetargetable)
    {
        this.displayName = displayName;
        this.owner       = owner;

        this.delayTime   = delayTime;
        this.staminaCost = staminaCost;
        this.manaCost    = manaCost;

        this.targetOptions = new Target[targetOptions.Length];
        for (int i = 0; i < targetOptions.Length; i++)
        {
            this.targetOptions[i] = targetOptions[i];
        }
        this.currentTargetIndex = defaultTargetIndex;

        this.isRetargetable = isRetargetable;
    }
Пример #4
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 public LoadedCommand(string commandName, ActorCombatController actor, float delayTime, float staminaCost, float manaCost, Target[] targets, int defaultTargetIndex, bool isRetargetable, EffectDescriptor[] effects)
     : base(commandName, actor, delayTime, staminaCost, manaCost, targets, defaultTargetIndex, isRetargetable)
 {
     this.effects = effects;
 }
Пример #5
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 public MagicDamage(ActorCombatController source, ActorCombatController target, string damageExpression)
     : base(source, target, damageExpression, Effect.MagicDamage)
 {
 }
Пример #6
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 public ManaDrain(ActorCombatController source, ActorCombatController target, int drain)
     : base(source, target, string.Empty, Effect.ManaDrain)
 {
     this.drain = drain;
 }
Пример #7
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 public WeaponDamage(ActorCombatController source, ActorCombatController target, string damageExpression)
     : base(source, target, damageExpression, Effect.WeaponDamage)
 {
     Debug.Log(damageExpression);
 }
Пример #8
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 public HealHitPoints(ActorCombatController source, ActorCombatController target, string healingExpression)
     : base(source, target, healingExpression, Effect.HealHitPoints)
 {
 }
Пример #9
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 public void AddTarget(ActorCombatController target)
 {
     targetActors.Add(target);
 }