public Fireball(float castTime, float cooldownTime, float manaCost, SpellAnimation spellAnimation, float animationSpeedOffset) : base(castTime, cooldownTime, manaCost, spellAnimation, animationSpeedOffset) { // Add variables for AoE, cast SFX, projectile SFX, Blast SFX projectile = Resources.Load("Prefabs/Spells/FireballProjectile") as GameObject; castingParticles = Resources.Load("Prefabs/Spells/CastingParticles/FireCastingParticles") as GameObject; }
public Blink(float castTime, float cooldownTime, float manaCost, SpellAnimation spellAnimation, float animationSpeedOffset, float distance) : base(castTime, cooldownTime, manaCost, spellAnimation, animationSpeedOffset) { this.distance = distance; castingParticles = Resources.Load("Prefabs/Spells/CastingParticles/ArcaneCastingParticles") as GameObject; blinkParticles = Resources.Load("Prefabs/Spells/BlinkParticles") as GameObject; }
public Spell(float castTime, float cooldownTime, float manaCost, SpellAnimation spellAnimation, float animationSpeedOffset) { this.castTime = castTime; this.cooldownTime = cooldownTime; this.manaCost = manaCost; this.spellAnimation = spellAnimation; this.animationSpeedOffset = animationSpeedOffset; }
/// <summary> /// Spawn an attack spell into the world. /// </summary> public void SpawnAttackSpell() { GameObject spell = Instantiate((GameObject)Resources.Load("Prefabs/Battle/Spells/sword_attack_0"), target.transform.position, Quaternion.identity); this.spellAnimation = spell.GetComponent <AttackMeleeAnimation>(); this.spellAnimation.abilitySelection = this.abilitySelection; this.spellAnimation.source = this.combatant; this.spellAnimation.target = this.target; }
/// <summary> /// Spawn an attack spell into the world. /// </summary> public void SpawnAttackSpell() { foreach (Combatant target in targets) { GameObject spell = Instantiate((GameObject)Resources.Load(string.Format("Prefabs/Battle/Spells/{0}", this.abilitySelection.ability.Model.Metadata.SpellAnimation)), target.transform.position, Quaternion.identity); this.spellAnimation = spell.GetComponent <SpellAnimation>(); this.spellAnimation.abilitySelection = this.abilitySelection; this.spellAnimation.source = this.combatant; this.spellAnimation.target = target; } }
public override void Core_Update() { try { Pointer address = Core.ReadPointer(Core.GetPointer("Spell Animation Array") + 4 * EntryArrayBox.Value); CurrentAnim = new SpellAnimation(address); } catch (Exception ex) { Program.ShowError("There has been an error while trying to load this spell animation.", ex); } Core_LoadAnimCode(); Core_LoadValues(); Core_FindAndDisplayGraphics(); }
public void NotifySpellAnimation(IAttackableUnit u, string animation) { var sa = new SpellAnimation(u, animation); _packetHandlerManager.BroadcastPacketVision(u, sa, Channel.CHL_S2C); }
public ForceShield(float castTime, float cooldownTime, float manaCost, SpellAnimation spellAnimation, float animationSpeedOffset, float bonusShield) : base(castTime, cooldownTime, manaCost, spellAnimation, animationSpeedOffset) { castingParticles = Resources.Load("Prefabs/Spells/CastingParticles/ArcaneCastingParticles") as GameObject; }
public LunarBeam(float castTime, float cooldownTime, float manaCost, SpellAnimation spellAnimation, float animationSpeedOffset, float damage) : base(castTime, cooldownTime, manaCost, spellAnimation, animationSpeedOffset) { this.damage = damage; beam = Resources.Load("Prefabs/Spells/LunarBeam") as GameObject; castingParticles = Resources.Load("Prefabs/Spells/CastingParticles/ArcaneCastingParticles") as GameObject; }
public void notifySpellAnimation(Unit u, string animation) { var sa = new SpellAnimation(u, animation); _game.PacketHandlerManager.broadcastPacketVision(u, sa, Channel.CHL_S2C); }
public Rejuvenation(float castTime, float cooldownTime, float manaCost, SpellAnimation spellAnimation, float animationSpeedOffset) : base(castTime, cooldownTime, manaCost, spellAnimation, animationSpeedOffset) { castingParticles = Resources.Load("Prefabs/Spells/CastingParticles/NatureCastingParticles") as GameObject; rejuvParticles = Resources.Load("Prefabs/Spells/RejuvenationParticles") as GameObject; }