Пример #1
0
 public AttackSkill(string name, EAffinities affinity, float power) : base(name, affinity, power)
 {
     if (power >= 1 && power <= 10)
     {
         Power = power;
     }
     else
     {
         Power = 1;
     }
 }
Пример #2
0
 protected Skill(string name, EAffinities affinity, float power)
 {
     Name          = name;
     this.Affinity = affinity;
     Power         = power;
 }
Пример #3
0
    static public float Compare(EAffinities player, EAffinities enemy)
    {
        float affinityMultiplier = 1.0f;

        switch (player)
        {
        case EAffinities.fire:
        {
            switch (enemy)
            {
            case EAffinities.fire:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }

            case EAffinities.water:
            {
                affinityMultiplier = 2.0f;
                return(affinityMultiplier);
            }

            case EAffinities.earth:
            {
                affinityMultiplier = 0.0f;
                return(affinityMultiplier);
            }
            }
            break;
        }

        case EAffinities.wind:
        {
            switch (enemy)
            {
            case EAffinities.wind:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }

            case EAffinities.water:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }

            case EAffinities.earth:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }
            }
            break;
        }

        case EAffinities.water:
        {
            switch (enemy)
            {
            case EAffinities.fire:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }

            case EAffinities.wind:
            {
                affinityMultiplier = 2.0f;
                return(affinityMultiplier);
            }

            case EAffinities.water:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }
            }
            break;
        }

        case EAffinities.earth:
        {
            switch (enemy)
            {
            case EAffinities.wind:
            {
                affinityMultiplier = 2.0f;
                return(affinityMultiplier);
            }

            case EAffinities.earth:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }
            }
            break;
        }

        case EAffinities.dark:
        {
            switch (enemy)
            {
            case EAffinities.dark:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }

            case EAffinities.light:
            {
                affinityMultiplier = 2.0f;
                return(affinityMultiplier);
            }
            }
            break;
        }

        case EAffinities.light:
        {
            switch (enemy)
            {
            case EAffinities.dark:
            {
                affinityMultiplier = 2.0f;
                return(affinityMultiplier);
            }

            case EAffinities.light:
            {
                affinityMultiplier = 0.5f;
                return(affinityMultiplier);
            }
            }
            break;
        }
        }
        return(affinityMultiplier);
    }