public Power(AttackTypeEnum attackType, string name, int attackPower, int successRate) : base(name) { this.SuccessRate = successRate; this.AttackPower = attackPower; this.AttackType = attackType; }
public OnAttackMessage(uint netId, AttackTypeEnum type, Vector3 targetPosition, uint targetNetId) : base(netId) { this.attackType = type; this.targetPosition = targetPosition; this.targetNetId = targetNetId; }
void Awake() { LifeMax = __lifeMax; Life = LifeMax; Defense = __defense; Weakness = __weakness; }
public MonsterAttack(string name, string image, int effect, TypeEnum type, AttackTypeEnum attackType) { Name = name; Image = image; Effect = effect; Type = type; AttackType = attackType; }
public void PlayerSelectSkill() { if (player.skillUse >= 0) { playerAction = AttackTypeEnum.Skill; currentState = GameState.PlayerTarget; } }
public SkillStruct(int cid, string name, string nameKor, string animSet, AttackTypeEnum attackType, string abnormal) { this.cid = cid; this.name = name; this.nameKor = nameKor; this.animset = animSet; this.attackType = attackType; this.abnormal = abnormal; }
public void OnDamageDone(AttackTypeEnum type, int damage) { if (Weakness == type) { Life -= Mathf.FloorToInt(1.3f * (damage - Defense)); } else { Life -= damage - Defense; } if (IsDead()) { Destroy(gameObject); } }
internal static string GetTypeColor(AttackTypeEnum attackType) { switch (attackType) { case (AttackTypeEnum.ATT): return "#FFEF9A9A"; case (AttackTypeEnum.DEF): return "#FFC5CAE9"; case (AttackTypeEnum.SPEATT): return "#FFC62828"; case (AttackTypeEnum.SPEDEF): return "#FF283593"; } return "#FFFFFFFF"; }
/** * METHODS */ public static float ArmorDamageReduction(AttackTypeEnum attackType, ArmorTypeEnum armorType, float armorAmount) { float typeReduction = GetSpecificArmorReduction(attackType, armorType); float reduction = armorAmount * ArmorReductionMultiplier; if (armorAmount >= 0f) { reduction = 1f - (reduction / (1f + reduction)); } else { reduction = 2f - Mathf.Pow(1f - ArmorReductionMultiplier, -armorAmount); } return(reduction * typeReduction); }
public TubeStyleStruct(int cid, string name, string nameKor, SocketEnum socket, TubeGradeEnum grade, string company, float range, AttackTypeEnum attackType, string position, float damage, int combo, bool hold, string holdmotion, float coolTime) { this.cid = cid; this.name = name; this.nameKor = nameKor; this.socket = socket; this.grade = grade; this.company = company; this.range = range; this.attackType = attackType; this.position = position; this.damage = damage; this.combo = combo; this.hold = hold; this.holdmotion = holdmotion; this.coolTime = coolTime; }
internal static string GetTypeColor(AttackTypeEnum attackType) { switch (attackType) { case (AttackTypeEnum.ATT): return("#FFEF9A9A"); case (AttackTypeEnum.DEF): return("#FFC5CAE9"); case (AttackTypeEnum.SPEATT): return("#FFC62828"); case (AttackTypeEnum.SPEDEF): return("#FF283593"); } return("#FFFFFFFF"); }
public void PlayerSelectAttack() { playerAction = AttackTypeEnum.Attack; currentState = GameState.PlayerTarget; }
public SpecialPower(AttackTypeEnum attackType, string name, int price, int attackPower, int successRate) : base(attackType, name, attackPower, successRate) { this.Price = price; }
public void PlayerSelectDefense() { playerAction = AttackTypeEnum.Defense; currentState = GameState.PlayerTarget; }
public static float GetSpecificArmorReduction(AttackTypeEnum attackType, ArmorTypeEnum armorType) { return(attackTypeVsArmorTypeMultiplier[(int)attackType, (int)armorType]); }