public void SetBuff(eBuffType buff) { if (buff == eBuffType.Invincible) { m_camShake.ShakeCamera(); } if (m_buffList[buff] == 0f) { m_buffList[buff] = durations[(int)buff]; //버프시간 갱신으로 추가해줌. switch (buff) { case eBuffType.Magnet: m_player.SetMagnet(true); break; case eBuffType.Invincible: GameManager.Instance.SetState(GameManager.eGameState.Invincible); break; case eBuffType.Shield: m_player.ShieldOn(); break; } } else { m_buffList[buff] = durations[(int)buff]; //시간리셋 } }
public BuffParam(eDefenseType defenseType, float value, float time, eBuffType buffType) { this.defenseType = defenseType; this.buffValue = value; this.buffTime = time; this.buffType = buffType; }
protected void SetBuffs() { eTileState TileStateUnderCharacter = MapManager.Instance.GetTileState(localXPos, localYPos); if ((TileStateUnderCharacter & eTileState.OnFire) == eTileState.OnFire) { if (!BuffList.Contains(eBuffType.OnFire)) { Buffs += (int)eBuffType.OnFire; BuffList.Add(eBuffType.OnFire); Counts.Add(4); } else { Counts[BuffList.IndexOf(eBuffType.OnFire)] = 4;//renew Counts } } if ((TileStateUnderCharacter & eTileState.OnPoison) == eTileState.OnPoison) { if (!BuffList.Contains(eBuffType.OnPoison)) { Buffs += (int)eBuffType.OnPoison; BuffList.Add(eBuffType.OnPoison); Counts.Add(2); } else { Counts[BuffList.IndexOf(eBuffType.OnPoison)] = 1;//renew Counts } } }
public BaseBuff createBuff(eBuffType type) { switch (type) { case eBuffType.Dizzy: { BuffDizzy _Buff = new BuffDizzy(); _Buff.Init(this); _curBuff.Add(_Buff); return(_Buff); } case eBuffType.Taunt: { BuffTaunt _Buff = new BuffTaunt(); _Buff.Init(this); _curBuff.Add(_Buff); return(_Buff); } case eBuffType.DamageReduction: { BuffDamageReduction _Buff = new BuffDamageReduction(); _Buff.Init(this); _curBuff.Add(_Buff); return(_Buff); } } return(null); }
public string GetBuffDesp(eBuffType buffType) { if (BuffDesp.ContainsKey(buffType.ToString())) { return(BuffDesp[buffType.ToString()]); } return("丢失"); }
public BuffInfo(eBuffType buffType, int AllValue = 0, float durationTime = 0, string buffResName = "", NumericalNumberChange nnc = null, int buffID = 0, int targetHeroUniqueID = 0) { this.buffType = buffType; this.AllValue = AllValue; this.durationTime = durationTime; this.buffResName = buffResName; this.nnc = nnc; this.buffID = buffID; this.targetHeroUniqueID = targetHeroUniqueID; }
protected void CountTurn() { for (int i = 0; i < Counts.Count; i++) { Counts[i]--; if (Counts[i] == 0) { Buffs -= (int)BuffList[i]; Counts.RemoveAt(i); BuffList.RemoveAt(i); } } }
/// <summary> /// 包含当前BUFF类型 /// </summary> public bool bConBuffLogicType(eBuffType type) { if (m_buffList == null) { return(false); } for (int i = 0; i < m_buffList.Count; i++) { if (m_buffList[i].m_buffData.logicId == (int)type) { return(true); } } return(false); }
protected new void Awake() { int rand = Random.Range(1, 4); buffType = eBuffType.NONE; Color frameColor = Color.white; Color deerColor = Color.white; switch (rand) { case 1: buffType = eBuffType.ATTACK; frameColor = (Resources.Load("Materials/AttackStatue") as Material).color; deerColor = (Resources.Load("Materials/AttackStatue") as Material).color; break; case 2: buffType = eBuffType.DEFENCE; frameColor = (Resources.Load("Materials/DefenceStatue") as Material).color; deerColor = (Resources.Load("Materials/DefenceStatue") as Material).color; break; case 3: buffType = eBuffType.HEAL; frameColor = (Resources.Load("Materials/HealStatue") as Material).color; deerColor = (Resources.Load("Materials/HealStatue") as Material).color; //힐부분은 후에 HP Bar가 생기면 구현할 것. break; default: break; } gameObject.transform.Find("Model").Find("Frame").GetComponent <MeshRenderer>().material.color = frameColor; gameObject.transform.Find("Model").Find("Deer").GetComponent <MeshRenderer>().material.color = deerColor; //GameObject OpenChest = Resources.Load("Prefabs/Objects/chest_open") as GameObject; base.Awake(); }
public string CreateBuff(eBuffType typeOfBuff, int level) { string typeOfBuffPlusLv = typeOfBuff.ToString() + level; return(typeOfBuffPlusLv); }
public string GetBuffDesp(eBuffType buffType) { return(mBuffManager.GetBuffDesp(buffType)); }
void PotionHeal() { buffType = eBuffType.HEAL; typeOfBuff = BuffManager.Instance.CreateBuff(buffType, 1); GameManager.Instance.PlayerActor.CUR_BUFF = typeOfBuff; }