/// <summary> /// 魚被ダメ時 /// </summary> public void OnFishDamaged(Battle.Fish fish) { for (int i = 0; i < this.Count; i++) { this[i].OnFishDamaged(fish); } }
/// <summary> /// 魚捕獲時 /// </summary> public virtual void OnFishCatched(Fish fish, Bullet bullet) { }
/// <summary> /// 魚捕獲確率計算 /// </summary> public virtual bool FishCatchingCalculation(Fish fish) { return(false); }
/// <summary> /// 魚生成時 /// </summary> public virtual void OnCreateFish(Fish fish) { }
/// <summary> /// 魚被ダメ時 /// </summary> public virtual void OnFishDamaged(Battle.Fish fish) { }
/// <summary> /// 増加ダメージ量計算 /// </summary> public virtual float DamageUp(uint power, Battle.Fish fish) { return(0); }
/// <summary> /// 魚へのダメージ増加量計算 /// </summary> public float DamageUp(uint power, Battle.Fish fish) { return(this.Select(skill => skill.DamageUp(power, fish)).Sum()); }
public override void Set(Battle.Fish fish) { fish.SetDamagedDto(this); }
public override void Set(Battle.Fish fish) { fish.SetConditionDto(this); }
public abstract void Set(Battle.Fish fish);
/// <summary> /// 魚破棄時 /// </summary> private void OnDestroyFish(Fish fish) { this.fishList.Remove(fish); Destroy(fish.gameObject); }
/// <summary> /// 増加ダメージ量計算 /// </summary> public override float DamageUp(uint power, Battle.Fish fish) { //ボス魚ならダメージ増加 return((fish.master.isBoss > 0) ? base.DamageUp(power, fish) : 0); }
/// <summary> /// 増加ダメージ量計算 /// </summary> public override float DamageUp(uint power, Battle.Fish fish) { //魚サイズが一致するならダメージ増加 return(this.fishSize.Contains(fish.master.size) ? base.DamageUp(power, fish) : 0); }
/// <summary> /// 増加ダメージ量計算 /// </summary> public override float DamageUp(uint power, Battle.Fish fish) { return(power * this.damageUp * Masters.PercentToDecimal); }