Пример #1
0
        // Constructors.

        public DirectAttackAbility(
            NamedId abilityId, NamedId conditionId,
            Damage singleAttackDamage, float attackDuration, float attackMoment, float attackRange) :
            base(abilityId)
        {
            // Meta.
            this.conditionId = conditionId;

            //Attack properties.
            this.singleAttackDamage = singleAttackDamage;
            this.attackDuration     = Floats.SetPositive(attackDuration);
            this.attackMoment       = Floats.LimitPositive(attackMoment, this.attackDuration);
            this.attackRange        = Floats.SetPositive(attackRange);
        }
        // Updating.

        private protected override void OnAct(out bool finished)
        {
            ValidateContext();
            finished = false;

            // Update time.
            timeUntilExtinction = Floats.SetPositive(timeUntilExtinction - Context.GameTimeDelta);

            // Go extinct.
            if (timeUntilExtinction == 0f)
            {
                Context.UnitSystem.PlanAction(new UnitRemovalAction(Owner));
            }
        }
        // Constructors.

        public DirectAttackCondition(
            UnitPresentation target, Damage singleAttackDamage,
            float attackDuration, float attackMoment, float attackRange,
            NamedId id)
        {
            // Meta.
            this.id = id;

            // Attack properties.
            this.target             = target ?? throw new ArgumentNullException(nameof(target));
            this.singleAttackDamage = singleAttackDamage;
            this.attackDuration     = Floats.SetPositive(attackDuration);
            this.attackMoment       = Floats.LimitPositive(attackMoment, this.attackDuration);
            this.attackRange        = Floats.SetPositive(attackRange);

            // Progress.
            accumulatedTime = 0f;
            attacked        = false;
            atStart         = true;
        }
        // Constructor.

        public DirectMotionAbility(NamedId abilityId, NamedId conditionId, float speed) : base(abilityId)
        {
            this.conditionId = conditionId;
            this.speed       = Floats.SetPositive(speed);
        }
        // Constructor.

        public CollapseCondition(NamedId id, float timeUntilExtinction = 1f)
        {
            this.id = id;
            this.timeUntilExtinction = Floats.SetPositive(timeUntilExtinction);
        }