public EMPCannon(BattleMap map, bool fastCannon) : base(map) { ID = "EMPCannon"; AI = new WarriorAI(this).Build(fastCannon ? "FastEMPConnon" : "EMPConnon"); Battle.AddBuff(new CounterAttack(this)); // 反击 buff }
public Boar(BattleMap map) : base(map) { ID = "Boar"; AI = new WarriorAI(this).Build("NormalNpcMonster"); // AI Battle.AddBuff(new CounterAttack(this)); // 反击 buff }
public Npc(BattleMap map) : base(map) { StandableTiles = TileType.All; }
public BattlePVE(BattleMap map, int randSeed, PlayerInfo player) : base(map, randSeed) { Player = player; Build(); }
public Battle(BattleMap map, int randSeed) { Srand = new SRandom(randSeed); Map = map; }
public ItemOnMap(BattleMap map) : base(map) { }
public Trunk(BattleMap map) : base(map) { ID = "Trunk"; }
public Warrior(BattleMap map) : base(map) { }
} // 是否是障碍,占据地块 public BattleMapObj(BattleMap map) { Map = map; IDInMap = map.ItemIDInMap; IsObstacle = true; // 默认都占据地块 }
public Rock(BattleMap map) : base(map) { ID = "Rock"; }