Пример #1
0
 public virtual Types.damage_combo prepare_dmg()
 {
     Types.damage_combo dmg = new Types.damage_combo();
     dmg.init();
     dmg.physical_dmg = runtime_u_stats.damage;
     dmg = Onhit_pre(dmg);
     return(dmg);
 }
Пример #2
0
    Item_name[] comps;    //components

    public void init(Item_name _name)
    {
        cost  = 0;                //cost of itself, not incluing components
        comps = new Item_name[5]; //max 5 components
        Onhit_dmg.init();
        stats_add.init();
        stats_mult.init();
        stats_add_base.init();
        stats_mult_base.init();
        ItemName = _name;
        load_item_stats(_name);
    }
Пример #3
0
 public override bool act_E()
 {
     if ((E_skill.level > 0) && (E_timer.is_over()) && (!E_flag) && can_cast())
     {
         E_flag = true;
         //how many times E deals damage
         int dmg_times = 5 + (int)((runtime_c_stats.level - 1 - ((runtime_c_stats.level - 1) % 3)) / 3);
         //the total damage of E
         update_E_damage();
         E_dur_timer.restart();
         E_timer.restart();
         E_obj = Instantiate(E_aoe_prefab, transform.position, transform.rotation) as GameObject;
         Types.damage_combo zero = new Types.damage_combo();
         zero.init();
         E_obj.GetComponent <Garen_E> ().init(this, E_dur_timer, dmg_times, E_damage);
         E_obj.name = "Garen_E_prefab";
         E_obj.transform.SetParent(transform.parent);
         return(true);
     }
     return(false);
 }
Пример #4
0
    //call this before actual init();
    public void init_pre()
    {
        netID          = transform.parent.gameObject.GetComponent <NetworkIdentity> ();
        self_col       = GetComponent <Collider> ();
        cur_target_obj = null;
        status         = new List <Status> ();
        flags          = new unit_flags();
        flags.init();

        if ((!netID.isLocalPlayer) && (isPlayer))
        {
            return;
        }

        //stats
        base_u_stats = new unit_stats();
        base_u_stats.init();
        base_u_stats_mult = new unit_stats();
        base_u_stats_mult.init_to_1();
        u_stats_growth = new unit_stats();
        u_stats_growth.init();
        bonus_u_stats = new unit_stats();
        bonus_u_stats.init();
        bonus_u_stats_mult = new unit_stats();
        bonus_u_stats_mult.init_to_1();

        inCombat_timer = new Utility.Timer(GameSceneConsts.in_combat_time);
        regen_timer    = new Utility.Timer(GameSceneConsts.regen_interval);
        regen_timer.start_timer();
        items = new Item[GameSceneConsts.max_item + GameSceneConsts.max_supp_item];
        for (int i = 0; i < items.Length; ++i)
        {
            items [i] = null;
        }
        Onhit_dmg = new Types.damage_combo();
        Onhit_dmg.init();
        recent_dmg_receive = new Types.damage_combo();
        recent_dmg_receive.init();
    }
Пример #5
0
 //all on-hit item effect need to be processed before hitting target
 public virtual Types.damage_combo Onhit_pre_item(Types.damage_combo combo)
 {
     combo.init();
     return(combo);
 }