public CMsgAngryReady(int clickCnt, int skillId, ForcastSk forct) { status = CMsgHeader.STATUS_ANGRY_READY; this.Count = clickCnt; this.SkillId = skillId; this.forcast = forct; }
/// <summary> /// 封印技能 /// </summary> private ForcastSk preCastSkOp106() { ForcastSk forcast = new ForcastSk() { target = -1, SealCnt = param.num, }; return(forcast); }
/// <summary> /// 怒气回复技能 /// </summary> private ForcastSk preCastSkOp105() { ForcastSk forcast = new ForcastSk() { target = 1, AngryRec = param.num, }; return(forcast); }
private ForcastSk preCastSkOp102() { int damage = MathHelper.MidpointRounding(param.rate * Consts.oneHundred * owner.curAtt); ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
/// <summary> /// 吸血技能 /// </summary> private ForcastSk preCastSkOp110() { int damage = param.damage; ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
private ForcastSk preCastSkOp107() { int Rec = param.add; ForcastSk forcast = new ForcastSk() { target = 1, dmgOrRec = Rec, }; return(forcast); }
public ForcastSk forcastInfo() { string funName = "preCastSkOp" + opObj.ID; Type t = typeof(BT_Skill); Object PreCast = t.InvokeMember(funName, BindingFlags.InvokeMethod | BindingFlags.NonPublic | BindingFlags.Instance, null, this, null); ForcastSk realRes = PreCast as ForcastSk; return(realRes); }
private ForcastSk preCastSkOp108() { int Rec = MathHelper.MidpointRounding( owner.curAtt * (1 + param.rate * Consts.oneHundred) ); ForcastSk forcast = new ForcastSk() { target = 1, dmgOrRec = Rec, }; return(forcast); }
private ForcastSk preCastSkOp101() { int damage = param.damage; int Volumn = param.rate; damage = unstableDamage(damage, Volumn); ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
private ForcastSk preCastSkOp111() { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); int damage = MathHelper.MidpointRounding(param.rate * Consts.oneHundred * enemy.curAtt); ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
private ForcastSk preCastSkOp104() { BT_Logical war = owner._war; BT_Monster enemy = war.enemy(owner); int beforeAtt = enemy.curAtt; float cutAtt = enemy.initAtt * param.rate * Consts.oneHundred; int damage = param.damage; if ((beforeAtt - damage) < cutAtt) { damage = beforeAtt; } ForcastSk forcast = new ForcastSk() { target = -1, dmgOrRec = damage, }; return(forcast); }
/// <summary> /// 怒气技能准备好了,通知UI层 /// </summary> private void AngryIsReady(int skillId, int ClickCnt, ForcastSk forcastsk) { CMsgAngryReady readyMsg = new CMsgAngryReady(ClickCnt, skillId, forcastsk); addMsgToRecorder(readyMsg); }