public void addWeapon(Weapon _weapon) { this.element = _weapon.element; this.typeWeapon = _weapon.typeWeapon; this.damage += _weapon.damage; this.attributes += _weapon.attributes; //this.damage.addDamage(_weapon.damage); //this.attributes.addAttributes(_weapon.attributes); }
public static Damage operator +(Damage _damage1, Damage _damage2) { Damage _damage = new Damage(); _damage.damage = _damage1.damage + _damage2.damage; _damage.criticalDamage = _damage1.criticalDamage + _damage2.criticalDamage; _damage.elementalDamage = _damage1.elementalDamage + _damage2.elementalDamage; return _damage; }
public void removeDamage(Damage damage) { this.damage -= damage.damage; this.criticalDamage -= damage.criticalDamage; this.elementalDamage -= damage.elementalDamage; if (this.damage < 0) this.damage = 0; if (this.criticalDamage < 0) this.criticalDamage = 0; if (this.elementalDamage < 0) this.elementalDamage = 0; }
public void removeWeapon(Weapon _weapon) { this.element = _Element.Null; this.typeWeapon = _Weapon.Null; this.damage -= _weapon.damage; this.attributes -= _weapon.attributes; /* this.damage.removeDamage(_weapon.damage); this.attributes.removeAttributes(_weapon.attributes);*/ }
public Weapon(Weapon _weapon) { this.id = _weapon.id; this.amount = _weapon.amount; this.image = _weapon.image; this.name = _weapon.name; this.typeItem = _weapon.typeItem; this.element = _weapon.element; this.typeWeapon = _weapon.typeWeapon; this.damage = new Damage(_weapon.damage); this.attributes = new Attributes(_weapon.attributes); }
public Weapon() { this.id = 0; this.amount = 0; this.image = ""; this.name = ""; this.typeItem = _Item.Null; this.element = _Element.Null; this.typeWeapon = _Weapon.Null; this.damage = new Damage(); this.attributes = new Attributes(); }
public Ability ( Ability _ability) { this.id = _ability.id; this.image = _ability.image; this.name = _ability.name; this.desc = _ability.desc; this.cooldown = _ability.cooldown; this.cost = _ability.cost; this.damage = _ability.damage; this.armor = _ability.armor; this.attributes = _ability.attributes; this.effects = _ability.effects; this.element = _ability.element; }
public Ability() { this.id = 0; this.image = ""; this.name = ""; this.desc = ""; this.cooldown = 0F; this.cost = 0; this.damage = new Damage(); this.armor = new Armor(); this.attributes = new Attributes(); this.effects = new Effect[0]; this.element = _Element.Null; }
public static Damage operator -(Damage _damage1, Damage _damage2) { Damage _damage = new Damage(); _damage.damage = _damage1.damage - _damage2.damage; _damage.criticalDamage = _damage1.criticalDamage - _damage2.criticalDamage; _damage.elementalDamage = _damage1.elementalDamage - _damage2.elementalDamage; if (_damage.damage < 0) _damage.damage = 0; if (_damage.criticalDamage < 0) _damage.criticalDamage = 0; if (_damage.elementalDamage < 0) _damage.elementalDamage = 0; return _damage; }
/// <summary> /// Método de sobrecarga para reverter os valores do Damage /// </summary> /// <param name="_damage"></param> public void restoreValue(Damage _damage) { _damage.reverseEffects(effectsRemove, reservedValue); }
/// <summary> /// Método Update responsavél pelos updates de todos os ciclos dos efeitos, atribuindo seus valores a cada componente. /// </summary> /// <param name="_attributes"></param> /// <param name="_damage"></param> /// <param name="_armor"></param> /// <param name="_life"></param> /// <param name="deltaTime"></param> public void update(Attributes _attributes, Damage _damage, Armor _armor, Life _life, float deltaTime) { this.c_cooldown += deltaTime; if (this.c_cooldown < this.cooldown) { for (int i = 0; i < effects.Count; i++) { _EffectsRemove __effect = this.effects[i].effectsRemove; if( __effect == _EffectsRemove.Strength || __effect == _EffectsRemove.Agility || __effect == _EffectsRemove.Stamina || __effect == _EffectsRemove.Intelligence) { this.effects[i].update(_attributes, deltaTime); } else if ( __effect == _EffectsRemove.Dark || __effect == _EffectsRemove.Fire || __effect == _EffectsRemove.Frost || __effect == _EffectsRemove.Nature || __effect == _EffectsRemove.Armor || __effect == _EffectsRemove.Parry) { this.effects[i].update(_armor, deltaTime); } else if ( __effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].update(_damage, deltaTime); } else if (__effect == _EffectsRemove.Life) { this.effects[i].update(_life, deltaTime); } } } else { for (int i = 0; i < effects.Count; i++) { _EffectsRemove __effect = this.effects[i].effectsRemove; if (__effect == _EffectsRemove.Strength || __effect == _EffectsRemove.Agility || __effect == _EffectsRemove.Stamina || __effect == _EffectsRemove.Intelligence) { this.effects[i].restoreValue(_attributes); } else if (__effect == _EffectsRemove.Dark || __effect == _EffectsRemove.Fire || __effect == _EffectsRemove.Frost || __effect == _EffectsRemove.Nature || __effect == _EffectsRemove.Armor || __effect == _EffectsRemove.Parry) { this.effects[i].restoreValue(_armor); } else if (__effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].restoreValue(_damage); } } } }
/// <summary> /// Método Update Do Damage, responsavél por remover ou atribuiir efeitos do Damage /// </summary> /// <param name="_damage"></param> /// <param name="deltaTime"></param> public void update(Damage _damage, float deltaTime) { if (!instante) { if (c_cooldownEffects >= cooldownEffects) { this.c_cooldownEffects = 0f; _damage.removeEffects(effectsRemove, value); this.reservedValue += value; } c_cooldownEffects += deltaTime; } else { if (c_instante) { _damage.removeEffects(effectsRemove, value); this.reservedValue += value; c_instante = false; } } }
public void addDamage(Damage damage) { this.damage += damage.damage; this.criticalDamage += damage.criticalDamage; this.elementalDamage += damage.elementalDamage; }
public Damage(Damage damage) { this.damage = damage.damage; this.criticalDamage = damage.criticalDamage; this.elementalDamage = damage.elementalDamage; }