Пример #1
0
    IEnumerator StartBuffTimer(Unit _unit)
    {
        _unit.AddBuff(buffToAdd);
        yield return(new WaitForSeconds(time));

        _unit.RemoveBuff(buffToAdd);
    }
Пример #2
0
        public static void AddBuff(string buffName, float duration, int stacks, Unit onto, Unit from)
        {
            var buff = new Buff(_game, buffName, duration, stacks, onto, from);

            onto.AddBuff(buff);
            _game.PacketNotifier.NotifyAddBuff(buff);
        }
Пример #3
0
 public void BeginTurn()
 {
     if (!alreadyApplied || repeatable)
     {
         attachedUnit.AddBuff(modifiers);
         //add to the temporary modifiers what is temporary, as stat modif, but not mana and life
     }
 }
Пример #4
0
 public override void OnAttack(Unit target)
 {
     if (0 == target.GetBuffCount(Buff.Type.Stun))
     {
         Buff buff = new Buff("Stun", 5, Buff.Type.Stun);
         target.AddBuff(buff);
     }
 }
Пример #5
0
 public override void OnAttack(Unit target)
 {
     base.OnAttack(target);
     if (50.0f >= Random.Range(0.0f, 100.0f) && 0 == target.GetBuffCount(Buff.Type.Stun))
     {
         Buff buff = new Buff("Stun", 8, Buff.Type.Stun);
         target.AddBuff(buff);
     }
 }
Пример #6
0
    public override void OnAttack(Unit target)
    {
        base.OnAttack(target);
        const float RANDOM_RANGE = 0.1f;
        float       attack       = owner.attack + Random.Range(-owner.attack * RANDOM_RANGE, owner.attack * RANDOM_RANGE);

        attack *= 0.1f;
        attack  = (int)attack;
        Buff buff = new Buff_DOT(meta.skill_name, 5, attack, Buff.Type.Poison);

        target.AddBuff(buff);
    }
Пример #7
0
    public override void OnAttack(Unit target)
    {
        base.OnAttack(target);
        const float RANDOM_RANGE = 0.1f;
        float       attack       = owner.attack + Random.Range(-owner.attack * RANDOM_RANGE, owner.attack * RANDOM_RANGE);

        attack *= 0.1f;
        attack  = (int)attack;
        Buff buff = new Buff_Bleeding(5, attack);

        target.AddBuff(buff);
    }
Пример #8
0
 public override void OnAttack(Unit target)
 {
     if (0 == target.GetBuffCount(Buff.Type.Fear))
     {
         Stat stats = new Stat();
         stats.SetStat(new Stat.Data()
         {
             type = StatType.Attack_Rate, value = -0.5f
         });
         stats.SetStat(new Stat.Data()
         {
             type = StatType.Speed_Rate, value = -0.5f
         });
         Buff buff = new Buff_Fear(7, stats);
         target.AddBuff(buff);
     }
 }
Пример #9
0
    /// <summary>
    /// Fonction called to boost/unboost AttackSpeed of an ally
    /// </summary>
    /// <param name="ally">the Unit that is buffed/unbuffed</param>
    /// <param name="state">specify if it's a buff or a debuff</param>
    private void SetASBuff(Unit ally, BuffStat state)
    {
        if (ally == null || ally.isDead)
        {
            Debug.Log("Something wrong happened");
            return;
        }
        switch (state)
        {
        case BuffStat.Buff:
        {
            ally.AddBuff("SupportTowerBuffAS", aSModifier, BuffType.ASBoost);
        }
        break;

        case BuffStat.DeBuff:
        {
            ally.RemoveBuff("SupportTowerBuffAS", aSModifier, BuffType.ASBoost);
        }
        break;
        }
    }
Пример #10
0
    public void addBuff(Unit unit, BuffECS.buffList buff, int count)
    {
        if (count >= 0)
        {
            switch (buff)
            {
            case BuffECS.buffList.ADRENALINE:
                unit.AddBuff(new Adrenaline(count));
                break;

            case BuffECS.buffList.BLEED:
                unit.AddBuff(new Bleed(count));
                break;

            case BuffECS.buffList.BURN:
                unit.AddBuff(new Burn(count));
                break;

            case BuffECS.buffList.CAFFEINE:
                unit.AddBuff(new Caffeine(count));
                break;

            case BuffECS.buffList.Defenseless:
                unit.AddBuff(new Defenseless(count));
                break;

            case BuffECS.buffList.FULL:
                unit.AddBuff(new Full(count));
                break;

            case BuffECS.buffList.Giddiness:
                unit.AddBuff(new Giddiness(count));
                break;

            case BuffECS.buffList.HALLUCINATED:
                unit.AddBuff(new Hallucinated(count));
                break;

            case BuffECS.buffList.HUNGER:
                unit.AddBuff(new Hunger());
                break;

            case BuffECS.buffList.MORFIN:
                unit.AddBuff(new Morfin(count));
                break;

            case BuffECS.buffList.POISON:
                unit.AddBuff(new Poison(count));
                break;

            case BuffECS.buffList.RENEWAL:
                unit.AddBuff(new Renewal(count));
                break;

            case BuffECS.buffList.SLEEP:
                unit.AddBuff(new Sleep(count));
                break;

            case BuffECS.buffList.STARVE:
                unit.AddBuff(new Starve());
                break;

            case BuffECS.buffList.STUNNED:
                unit.AddBuff(new Stunned(count));
                break;

            case BuffECS.buffList.VITAMINTHROWN:
                unit.AddBuff(new VitaminThrown(count));
                break;

            case BuffECS.buffList.RELIEVED:
                unit.AddBuff(new Relieved(count));
                break;
            }
        }
        else
        {
            switch (buff)
            {
            case BuffECS.buffList.ADRENALINE:
                unit.DeleteBuff(new Adrenaline(1));
                break;

            case BuffECS.buffList.BLEED:
                unit.DeleteBuff(new Bleed(1));
                break;

            case BuffECS.buffList.BURN:
                unit.DeleteBuff(new Burn(1));
                break;

            case BuffECS.buffList.CAFFEINE:
                unit.DeleteBuff(new Caffeine(1));
                break;

            case BuffECS.buffList.FULL:
                unit.DeleteBuff(new Full(1));
                break;

            case BuffECS.buffList.HALLUCINATED:
                unit.DeleteBuff(new Hallucinated(1));
                break;

            case BuffECS.buffList.HUNGER:
                unit.DeleteBuff(new Hunger());
                break;

            case BuffECS.buffList.MORFIN:
                unit.DeleteBuff(new Morfin(1));
                break;

            case BuffECS.buffList.POISON:
                unit.DeleteBuff(new Poison(1));
                break;

            case BuffECS.buffList.RENEWAL:
                unit.DeleteBuff(new Renewal(1));
                break;

            case BuffECS.buffList.SLEEP:
                unit.DeleteBuff(new Sleep(1));
                break;

            case BuffECS.buffList.STARVE:
                unit.DeleteBuff(new Starve());
                break;

            case BuffECS.buffList.STUNNED:
                unit.DeleteBuff(new Stunned(1));
                break;

            case BuffECS.buffList.VITAMINTHROWN:
                unit.DeleteBuff(new VitaminThrown(1));
                break;

            case BuffECS.buffList.RELIEVED:
                unit.DeleteBuff(new Relieved(1));
                break;
            }
        }
    }
Пример #11
0
 void AddBuff(Unit u)
 {
     StackableBuff buff = (StackableBuff) u.Buffs.Find(b => b.Name.Contains(buffName));
     if(buff != null) {
         buff.IncreaseStack(u);
     } else {
         u.AddBuff(new StackableBuff(buffName, onRemove: OnRemove, onApplication: OnAdd, duration: -1));
     }
 }
Пример #12
0
 void AddBuff(Unit u)
 {
     u.AddBuff(new UnitBuff("Fluyted", onRemove: OnRemove, onApplication: OnAdd, duration: -1));
 }