public GiveAbnormalConditionAction(IScope scope, ICost cost, IScreenEffect screenEffect, IAbnormalCondition cond) { _scope = scope; _cost = cost; _screenEffect = screenEffect; _cond = cond; }
public SummonAction(IScope scope, ICost cost, UnitData unit, IScreenEffect screenEffect) { _scope = scope; _cost = cost; _unit = unit; _screenEffect = screenEffect; }
public WallCrashAction(IScope scope, ICost cost, IScreenEffect screenEffect, int power, AttackType attackType) { _scope = scope; _cost = cost; _screenEffect = screenEffect; _power = power; _attackType = attackType; }
public MagicAction(IScope scope, ICost cost, int power, AttackType attackType, IScreenEffect screenEffect) { _scope = scope; _cost = cost; _power = power; _attackType = attackType; _screenEffect = screenEffect; }
public DelugeAction(IScope scope, ICost cost, IScreenEffect screenEffect, int power, AttackType attackType, Landform waterLandform) { _scope = scope; _cost = cost; _screenEffect = screenEffect; _brinkLandform = waterLandform; _power = power; _attackType = attackType; }
public SkillAction(IScope scope, ICost cost, int power, int maxTimes, AttackType attackType, AttackDependency atkDependency, DefenseDependency defDependency, IScreenEffect screenEffect) { _scope = scope; _cost = cost; _power = power; _maxTimes = Math.Max(1, maxTimes); _attackType = attackType; _atkDependency = atkDependency; _defDependency = defDependency; _screenEffect = screenEffect; }
public ClearBadConditonAction(IScope scope, ICost cost, IScreenEffect screenEffect) { _scope = scope; _cost = cost; _screenEffect = screenEffect; }