public init ( int effectId, GameObject SpellCaster ) : void | ||
effectId | int | |
SpellCaster | GameObject | |
Результат | void |
/// <summary> /// Casts the flameproof. (generic) /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> void Cast_Flameproof(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { //Eg resist blows, thick skin etc SpellProp_ResistanceAgainstType resist = new SpellProp_ResistanceAgainstType(); resist.init (EffectID,caster); SpellEffectFlameproof sef = (SpellEffectFlameproof)SetSpellEffect (caster,ActiveSpellArray,EffectSlot,EffectID); sef.counter=resist.counter; sef.Go (); }
/// <summary> /// Casts the resistance against type spells (generic) /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> public void Cast_ResistanceAgainstType(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { SpellProp_ResistanceAgainstType resistProp = new SpellProp_ResistanceAgainstType(); resistProp.init (EffectID,caster); SpellEffectResistanceAgainstType resistEffect = (SpellEffectResistanceAgainstType)SetSpellEffect(caster,ActiveSpellArray,EffectSlot,EffectID); //TODO:What properties to apply resistEffect.counter=resistProp.counter; resistEffect.Go(); }