Пример #1
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 public void acidDamageSubscribe(FloatAdjuster observer)
 {
     if (!acidDamageObservers.Contains(observer))
     {
         acidDamageObservers.Add(observer);
     }
     observer.connect(acidDamageObservers);
 }
Пример #2
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 public void poisonDamageSubscribe(FloatAdjuster observer)
 {
     if (!poisonDamageObservers.Contains(observer))
     {
         poisonDamageObservers.Add(observer);
     }
     observer.connect(poisonDamageObservers);
 }
Пример #3
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 public void fireDamageSubscribe(FloatAdjuster observer)
 {
     if (!fireDamageObservers.Contains(observer))
     {
         fireDamageObservers.Add(observer);
     }
     observer.connect(fireDamageObservers);
 }
Пример #4
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 public void electricDamageSubscribe(FloatAdjuster observer)
 {
     if (!electricDamageObservers.Contains(observer))
     {
         electricDamageObservers.Add(observer);
     }
     observer.connect(electricDamageObservers);
 }
Пример #5
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 public void bludgeoningDamageSubscribe(FloatAdjuster observer)
 {
     if (!bludgeoningDamageObservers.Contains(observer))
     {
         bludgeoningDamageObservers.Add(observer);
     }
     observer.connect(bludgeoningDamageObservers);
 }
Пример #6
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 public void slashingDamageSubscribe(FloatAdjuster observer)
 {
     if (!slashingDamageObservers.Contains(observer))
     {
         slashingDamageObservers.Add(observer);
     }
     observer.connect(slashingDamageObservers);
 }
Пример #7
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 public void mechHealingDamageSubscribe(FloatAdjuster observer)
 {
     if (!mechHealingDamageObservers.Contains(observer))
     {
         mechHealingDamageObservers.Add(observer);
     }
     observer.connect(mechHealingDamageObservers);
 }
Пример #8
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 public void rawDamageSubscribe(FloatAdjuster observer)
 {
     if (!rawDamageObservers.Contains(observer))
     {
         rawDamageObservers.Add(observer);
     }
     observer.connect(rawDamageObservers);
 }
Пример #9
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 public void drainingDamageSubscribe(FloatAdjuster observer)
 {
     if (!drainingDamageObservers.Contains(observer))
     {
         drainingDamageObservers.Add(observer);
     }
     observer.connect(drainingDamageObservers);
 }
Пример #10
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 public void occultDamageSubscribe(FloatAdjuster observer)
 {
     if (!occultDamageObservers.Contains(observer))
     {
         occultDamageObservers.Add(observer);
     }
     observer.connect(occultDamageObservers);
 }
Пример #11
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 public void magicDamageSubscribe(FloatAdjuster observer)
 {
     if (!magicDamageObservers.Contains(observer))
     {
         magicDamageObservers.Add(observer);
     }
     observer.connect(magicDamageObservers);
 }
Пример #12
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 public override void setup(ObjectActor subject, ObjectInteractable source)
 {
     duration    = CHILLEDDURATION;
     effectName  = "Burning";
     description = string.Format("Skill activation takes {0}x longer.", 1.0f + SPEEDLOSS);
     obs         = subject.gameObject.AddComponent <FloatAdjuster>();
     obs.setupObserver(change);
     subject.skillStartSubscribe(obs);
     conditionID = 2;
     base.setup(subject, source);
 }
Пример #13
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 public void setup(ObjectActor subject, ObjectInteractable source)
 {
     instanceList = new List <GameObject>();
     timed        = true;
     duration     = CHILLEDDURATION;
     endTime      = duration + Time.time;
     effectName   = "Burning";
     description  = string.Format("Skill activation takes {0}x longer.", 1.0f + SPEEDLOSS);
     this.subject = subject;
     this.source  = source;
     obs          = subject.gameObject.AddComponent <FloatAdjuster>();
     obs.setupObserver(change);
     subject.skillStartSubscribe(obs);
 }
Пример #14
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 public void setup(
     ObjectActor subject, ObjectInteractable source,
     string name, string desc, float duration, float damage
     )
 {
     this.subject          = subject; // order passed in.
     this.source           = source;
     skillName             = name;
     briefSkillDescription = desc;
     this.duration         = duration;
     this.damage           = damage;
     setEnd(duration);
     obs = subject.gameObject.AddComponent <FloatAdjuster>();
     obs.setupObserver(addDamage);
     subject.rawDamageSubscribe(obs);
     instanceList = new List <GameObject>();
 }
Пример #15
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 public void setup(
     ObjectActor subject, ObjectInteractable source,
     string name, string desc, float duration, float value
     )
 {
     this.subject          = subject; // order passed in.
     this.source           = source;
     skillName             = name;
     briefSkillDescription = desc;
     this.duration         = duration;
     this.value            = value;
     setEnd(duration);
     obs1 = subject.gameObject.AddComponent <FloatAdjuster>();
     obs1.setupObserver(subtractDamage);
     subject.piercingDamageSubscribe(obs1);
     obs2 = subject.gameObject.AddComponent <FloatAdjuster>();
     obs2.setupObserver(subtractDamage);
     subject.bludgeoningDamageSubscribe(obs2);
     obs3 = subject.gameObject.AddComponent <FloatAdjuster>();
     obs3.setupObserver(subtractDamage);
     subject.slashingDamageSubscribe(obs3);
     instanceList = new List <GameObject>();
 }