private void ExecuteActiveThreat() { if (WeaponPower.currentWeaponPower >= 2) { WeaponPower.LowerWeaponPowerBy(2); } }
public void Damage(WeaponPower weaponPower) { if (unit.TrySetState(Unit.STATES.DAMAGE)) { unit.AddForce(weaponPower.Force); } }
public void ExecuteSuccessEvent() { var active = Player.PartyActions.ExecutingCharacter; Characters.CharacterActions.RaiseCharacterDeterminationBy(1, active); WeaponPower.RaiseWeaponPowerBy(1); }
public override void UseAbility() { if (CurrentDetermination >= GetAbilityCosts()) { //Defense Plan CharacterActions.LowerCharacterDeterminationBy(GetAbilityCosts(), this); WeaponPower.RaiseWeaponPowerBy(1); } }
public Weapon(string name, int damage, WeaponPower power, int cost, string spriteName) { this.name = name; this.power = power; this.damage = damage; this.cost = cost; this.description = "This " + name + " deals " + damage + " damage.\nIt has " + power + " powers.\nYou can sell it for " + cost + " coins."; type = ItemType.Weapon; this.spriteName = spriteName; }
public Weapon(string name, Texture2D texture, int damage, WeaponPower power, int cost) : base(texture) { this.name = name; this.power = power; this.damage = damage; this.cost = cost; this.description = "This " + name + " deals " + damage + " damage.\nIt has " + power + " powers.\nYou can sell it for " + cost + " coins.\nIt is " + equiptstatus; type = ItemType.Weapon; }
private void ExecuteFutureThreat() { if (FoodStorage.GetTotal() < 1) { var active = Player.PartyActions.ExecutingCharacter; Characters.CharacterActions.DamageCharacterBy(1, active); } else { FoodStorage.Consume(1); } WeaponPower.RaiseWeaponPowerBy(1); }
// Start is called before the first frame update void Start() { //TODO: Initialize all the other stuff Roof.SetStartValue(0); Wall.SetStartState(0); WeaponPower.SetStartValue(0); Fur.SetStartValue(0); Wood.SetStartValue(0); FoodStorage.SetStartValue(0, 0); Moral.SetStartValue(); TerrainStorage.CreateStorageSpace(); InventionStorage.CreateStorageSpace(); }
public void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "attack") { Unit attacker = collision.collider.gameObject.GetComponentInParent <Unit>(); WeaponPower weaponPower = collision.collider.gameObject.GetComponentInParent <CombatUnit>().weaponPower; Health health = GetComponent <Health>(); if (unit.TrySetState(Unit.STATES.DAMAGE)) { unit.AddForce(weaponPower.Force); // @TODO: ダメージ計算用のサービスを用意してダメージ計算を行う health.TakeDamage(weaponPower.Power); } } }
private void OnMouseDown() { var component = GetComponent <Actionphase_CanClick>(); if (component != null && component.IsClickable) { if (Charges == 0) { return; } WeaponPower.RaiseWeaponPowerBy(1); Charges--; if (Charges == 1) { token_1.SetActive(true); } if (Charges == 0) { token_2.SetActive(true); } } }
public void Research() { WeaponPower.RaiseWeaponPowerBy(3); }
public void Build() { WeaponPower.RaiseWeaponPowerBy(1); }
// Use this for initialization void Start () { plScript = FindObjectOfType (typeof(Player)) as Player; enScript = FindObjectOfType (typeof(EnemyHurt)) as EnemyHurt; wpScript = FindObjectOfType (typeof(WeaponPower)) as WeaponPower; }
// Use this for initialization void Start () { plScript = FindObjectOfType (typeof(PlayerAgain)) as PlayerAgain; wp = FindObjectOfType (typeof(WeaponPower)) as WeaponPower; }
// Use this for initialization void Start () { plScript = FindObjectOfType (typeof(PlayerAgain)) as PlayerAgain; wp = FindObjectOfType (typeof(WeaponPower)) as WeaponPower; enemyHealth = 5; //Debug.Log (plScript.swinging); }