示例#1
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    private List<HexData> untraversable_hexes; //Hold untraversable hexes

    #endregion Fields

    #region Methods

    public override int attackTarget(Combatable target)
    {
        //TODO: finish method, account for opponent defenses etc

        //subtract ap cost from total
        current_ap -= attack_cost;
        return target.acceptDamage(attack_damage);
    }
示例#2
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    // Use this for initialization
    void Start()
    {
        _stats        = GetComponent <EntityStats>();
        _combat       = GetComponent <Combatable>();
        _navMeshAgent = GetComponent <NavMeshAgent>();

        MobSpawner.OnSpawnMobs += DestroyByDistance;
    }
示例#3
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    /**
     *	Deal damage to the target
     *  @param   the Combatable entity to damage
     *  @return  damage delt
     */
    public override int attackTarget(Combatable target)
    {
        //		int range  = upgrade_weapon_range ? weapon_upgrade_range : weapon_base_range;
        int damage = upgrade_weapon_damage ? weapon_upgrade_damage : weapon_base_damage;
        int cost   = upgrade_weapon_cost ? weapon_upgrade_cost : weapon_base_cost;

        current_ap -= cost;
        return target.acceptDamage(damage);
    }
示例#4
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 /**
  *	Deal damage to the target
  *  @param   the Combatable entity to damage
  *  @return  damage delt
  */
 public abstract int attackTarget(Combatable target);
示例#5
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 private void Enemy_Died(ICombatable obj)
 {
     enemy = null;
 }
示例#6
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 public override int attackTarget(Combatable target)
 {
     throw new System.NotImplementedException ();
 }
示例#7
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 // Use this for initialization
 void Start()
 {
     _combat          = GetComponent <Combatable>();
     _stats           = GetComponent <EntityStats>();
     _buildingManager = BuildingMenuCanvas.GetComponent <BuildingManager>();
 }