/* public override void Attack_Status (System_Control.Phase Activate_On_What_Phase) { base.Attack_Status (Activate_On_What_Phase); if (Activate_On_What_Phase == Phase.Counter_Attack_Hit) { if (Activate_Once) { Activate_Once = false; //Creature_Attack.Hit_Me_Baby(Creature_Equipment); } } }*/ public override void Activate(Creature_States Creature, Raycast Raycast, State State, Attack Attack) { base.Activate (Creature, Raycast, State, Attack); if (State == State.Counter_Attack_Hit) { } }
public override void Activate(Creature_States Creature, Raycast Raycast, State State, Attack Attack) { base.Activate (Creature, Raycast, State, Attack); if (State == State.Attack_Begin) { if (Attack.Advisory.Get_Stat(Stat.Energy) >= Siphon_Energy) { Attack.Advisory.Get_Stat(Stat.Energy, -Siphon_Energy); Creature.Get_Stat(Stat.Energy, Siphon_Energy); } } }
private void Fall(Creature_States Creature, Raycast Raycast) { if (Raycast.SearchForCreature(Vector2.down,Creature.Storey -1) == false && Creature.Storey > 1) { float x = Creature.transform.position.x; float y = Creature.transform.position.y; Vector2 FallLocation = new Vector2 (x, y - FallDistance); transform.position = FallLocation; Creature.Storey--; } }
// public List <float> Permanent_Stat_Bonus = new List<float>(); // public List <float> Temporary_Stat_Bonus = new List<float>(); //You attach the defect to your weapon //Amensia public override void Activate(Creature_States Creature, Raycast Raycast, State State, Attack Attack) { base.Activate (Creature, Raycast, State, Attack); if (State == State.Beginning_Of_Turn) { Turns_Left--; } if (State == State.End_Of_Turn && Turns_Left < 1) { Creature.Defects.Remove(this); Destroy(this); } }
public override void Activate(Creature_States Creature, Raycast Raycast, System_Control.State State, Attack Attack) { base.Activate (Creature, Raycast, State, Attack); Passives.ForEach(p => p.Activate(Creature,Raycast,State,Attack)); if (State == State.Attack) { if (Creature.Get_Stat(Stat.Energy) > Get_Stat(Stat.Energy)) { Creature.Get_Stat(Stat.Energy,-Get_Stat(Stat.Energy)); } } if (State == State.Attack_Begin) { Attack.Dont_Negate_Energy = false; Calculate_Bonus_Multipler (); Attack.Damage_Bonus_Multiplier.Add(Damage_Bonus_Multiplier); } }
public virtual void Activate(Creature_States Creature, Raycast Raycast, State State, Attack Attack) { }
public Attack(Creature_States Assign_Creature, Raycast Assign_Creature_Raycast, Creature_States Assign_Advisory) { Creature = Assign_Creature; Creature_Raycast = Assign_Creature_Raycast; Advisory = Assign_Advisory; }
//**************************************// //****************Passives**************// //**************************************// private void Passives(Creature_States Creature, State Assign_State) { Creature.Passives.ForEach(p => p.Activate(Creature,Creature_Raycast,Assign_State,this)); }
private void RecordHeight(Creature_States Creature, Raycast Raycast) { if (Raycast.SearchForCreature(Vector2.down,Creature.Storey -1)) FallDistance = Raycast.TargetCreature.Height; }