public BasicTimedDamageInfo(DamageTyp damageTyp, float damage, float runTime, float frequency, AddingBehaivior addingBehaivior) { this.damageTyp = damageTyp; this.damage = damage; this.runTime = runTime; this.frequency = frequency; this.addingBehaivior = addingBehaivior; }
public int[] GetDamage(DamageTyp typ, int value = 0) { var result = new int[2]; switch (typ) { case DamageTyp.耐力: result[0] = Hp; Hp -= value; result[1] = Hp; if (Hp <= 0) { Status = BattlerStatus.耐力; } break; case DamageTyp.斗性: result[0] = Sp; Sp -= value; result[1] = Sp; if (Sp <= 0) { Status = BattlerStatus.斗性; } break; case DamageTyp.耐久: result[0] = Durability; Durability -= value; result[1] = Durability; if (Durability <= 0) { Status = BattlerStatus.耐久; } break; case DamageTyp.属性: AddInjury(); break; } return(result); }
public static ConflictResolve StandartDamageTypEliminates(DamageTyp typ1, DamageTyp typ2) { switch (typ1) { case DamageTyp.Water: switch (typ2) { case DamageTyp.Fire: return(ConflictResolve.Substract); default: return(ConflictResolve.DoNothing); } case DamageTyp.Healing: return(ConflictResolve.EliminateOther); default: return(ConflictResolve.DoNothing); } }
public override ConflictResolve DamageTypEliminates(DamageTyp typ2) { return(StandartDamageTypEliminates(damageTyp, typ2)); }
public BasicDamageInfo(DamageTyp damageTyp, float damage) { this.damageTyp = damageTyp; this.damage = damage; }
public abstract ConflictResolve DamageTypEliminates(DamageTyp typ2);