private IEnumerator Poison(BattleAgentController self, BattleAgentController enemy) { int count = 0; //int hurt = poisonBase * skillLevel + self.agent.extraPoisonHurt; while (count < poisonDuration) { if (enemy != null && !enemy.isDead) { enemy.AddHurtAndShow(poisonHurt, HurtType.Physical, self.towards); bool fightEnd = enemy.CheckFightEnd(); enemy.UpdateStatusPlane(); if (fightEnd) { yield break; } yield return(new WaitForSeconds(1.0f)); } count++; } }
private IEnumerator DurativeHurt(BattleAgentController self, BattleAgentController enemy) { int count = 0; while (count < healthLoseDuration) { if (enemy != null && !enemy.isDead) { enemy.AddHurtAndShow(healthLoseBase, HurtType.Physical, self.towards); bool fightEnd = enemy.CheckFightEnd(); enemy.UpdateStatusPlane(); if (fightEnd) { yield break; } yield return(new WaitForSeconds(1.0f)); } count++; } }
private IEnumerator DurativePoison(BattleAgentController self, BattleAgentController enemy) { int count = 0; int hurt = durativeHurtBase * skillLevel + extraHurtBase; while (count < duration) { if (enemy != null && !enemy.isDead) { SetEffectAnims(self, enemy); enemy.AddHurtAndShow(hurt, HurtType.Physical, self.towards); bool fightEnd = enemy.CheckFightEnd(); enemy.UpdateStatusPlane(); if (fightEnd) { yield break; } yield return(new WaitForSeconds(1f)); } count++; } }
private IEnumerator DurativeHurt(BattleAgentController self, BattleAgentController enemy) { int count = 0; while (count < hurtDuration) { if (enemy != null && !enemy.isDead) { SetEffectAnims(self, enemy); enemy.AddHurtAndShow(hurtBase, HurtType.Physical, self.towards); enemy.CheckFightEnd(); enemy.UpdateStatusPlane(); yield return(new WaitForSeconds(1f)); } count++; } }
private IEnumerator ExcuteAgentPropertyChange(BattleAgentController ba) { float timer = 0f; while (timer < duration) { ba.propertyCalculator.InstantPropertyChange(ba, propertyType, skillSourceValue); propertyChange += skillSourceValue; timer += 1f; if (ba.CheckFightEnd()) { CancelSkillEffect(true); } yield return(new WaitForSeconds(1.0f)); } ba.propertyCalculator.RemoveAttachedSkill <TriggeredSkill> (this); }