Пример #1
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 public StunEffect(Buff buff, List <StatTypes> trigStats, EffectTargets target) : base(buff, trigStats, target)
 {
 }
Пример #2
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 public Effect(Buff buff, List <StatTypes> trigStats, EffectTargets target)
 {
     this.buff    = buff;
     triggerStats = trigStats;
     effectTarget = target;
 }
Пример #3
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 public KnockbackEffect(Buff buff, List <StatTypes> trigStats, EffectTargets target) : base(buff, trigStats, target)
 {
 }
Пример #4
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    PlayerContainer[] GrabValidTargets(EffectTargets targetType)
    {
        //Debug.Log ("Searching targets");
        GameObject manager = GameObject.Find ("Player Data Manager") as GameObject;
        PlayerDataManager pManager = manager.GetComponent<PlayerDataManager>();

        switch(targetType) {
        case EffectTargets.ALL:
            List<PlayerContainer> temp = new List<PlayerContainer>();
            temp.AddRange(allies);
            temp.AddRange(enemies);
            return temp.ToArray();
        case EffectTargets.ALLY:
            return allies;
        case EffectTargets.ENEMY:
            return pManager.GetEnemyTeam(m_Team);
        case EffectTargets.SELF:
            //Debug.LogError ("Self targetting NYI.");
            return null;
        default:
            return null;
        };
    }
Пример #5
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    protected void ApplySplash(EffectTargets validTargets)
    {
        //Debug.Log ("Disabled Temporarily");
        /*PlayerContainer[] validPlayers = GrabValidTargets(validTargets);
        RaycastHit[] hits = Physics.SphereCastAll(transform.position, m_splashRange, transform.forward);

        for(int i=0; i<hits.Length ; i++) {
            if(hits[i].transform.tag == "Player") {
                for(int j=0; j<validPlayers.Length; j++) {
                    if(hits[i].transform.gameObject == validPlayers[j].m_avatar) {
                        validPlayers[j].m_health.ReceiveDamage(m_splashDamage);
                    }
                }
            }
        }*/
    }
Пример #6
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 /// <summary>
 /// Applies a knockback to all targets.
 /// </summary>
 /// <param name='targets'>
 /// Targets.
 /// </param>
 protected void ApplyKnockback(GameObject[] targets, EffectTargets validTargets)
 {
     //PlayerContainer[] validPlayers = GrabValidTargets(validTargets);
 }
Пример #7
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 /// <summary>
 /// Applies a heal to all targets.
 /// </summary>
 /// <param name='targets'>
 /// Targets.
 /// </param>
 protected void ApplyHeal(GameObject[] targets, EffectTargets validTargets)
 {
     PlayerContainer[] validPlayers = GrabValidTargets(validTargets);
     for(int i=0; i<targets.Length; i++) {	// Loop through all targets
         for(int j=0; j<validPlayers.Length; i++) {	// Loop through all allies we have cached
             if(targets[i] == validPlayers[i].m_avatar) {
                 enemies[i].m_health.ReceiveHeal(m_directHeal);
             }
         }
     }
 }
Пример #8
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 /// <summary>
 /// Deals damage to all targets.
 /// </summary>
 /// <param name='targets'>
 /// Targets.
 /// </param>
 protected void ApplyDamage(GameObject[] targets, EffectTargets validTargets)
 {
     //Debug.Log ("Dealing Damage");
     PlayerContainer[] validPlayers = GrabValidTargets(validTargets);
     if(validPlayers != null) {
         //Debug.Log ("Valid players exist");
         for(int i=0; i<targets.Length; i++) {	// Loop through all targets
             for(int j=0; j<validPlayers.Length; j++) {	// Loop through all enemies we have cached
                 if(validPlayers[j] != null && targets[i] == validPlayers[j].m_avatar) {
                     //Debug.Log("Found a target");
                     validPlayers[j].m_health.ReceiveDamage(m_directDamage);
                 }
             }
         }
     }
 }