C# Class BaseAttack, RPGQuest

Show file Open project: hughrogers/RPGQuest Class Usage Examples

Public Properties

Property Type Description
absorb bool
absorbValue int
animationID int
audioName string
availableTime float
consume ValueChange[],
consumeItemID int[]
consumeItemQuantity int[]
criticalAudioName string
criticalConsume ValueChange[],
hasCritical bool
hitChance bool
hitFormula int
overrideAnimation bool
stealChance StealChance,
useRange UseRange,

Public Methods

Method Description
AddItemConsume ( ) : void
BaseAttack ( int count ) : System.Collections
CheckItems ( ) : bool
CompareTo ( BaseAttack, atk ) : bool
ConsumeItems ( ) : bool
GetAttackAudio ( ) : AudioClip
GetCopy ( ) : BaseAttack,
GetCriticalAudio ( ) : AudioClip
GetData ( Hashtable ht ) : Hashtable
RemoveItemConsume ( int index ) : void
SetData ( Hashtable ht ) : void
Use ( Combatant, user, int element, Combatant, target, float damageFactor, float damageMultiplier ) : bool

Method Details

AddItemConsume() public method

public AddItemConsume ( ) : void
return void

BaseAttack() public method

public BaseAttack ( int count ) : System.Collections
count int
return System.Collections

CheckItems() public method

public CheckItems ( ) : bool
return bool

CompareTo() public method

public CompareTo ( BaseAttack, atk ) : bool
atk BaseAttack,
return bool

ConsumeItems() public method

public ConsumeItems ( ) : bool
return bool

GetAttackAudio() public method

public GetAttackAudio ( ) : AudioClip
return UnityEngine.AudioClip

GetCopy() public method

public GetCopy ( ) : BaseAttack,
return BaseAttack,

GetCriticalAudio() public method

public GetCriticalAudio ( ) : AudioClip
return UnityEngine.AudioClip

GetData() public method

public GetData ( Hashtable ht ) : Hashtable
ht Hashtable
return Hashtable

RemoveItemConsume() public method

public RemoveItemConsume ( int index ) : void
index int
return void

SetData() public method

public SetData ( Hashtable ht ) : void
ht Hashtable
return void

Use() public method

public Use ( Combatant, user, int element, Combatant, target, float damageFactor, float damageMultiplier ) : bool
user Combatant,
element int
target Combatant,
damageFactor float
damageMultiplier float
return bool

Property Details

absorb public property

public bool absorb
return bool

absorbValue public property

public int absorbValue
return int

animationID public property

public int animationID
return int

audioName public property

public string audioName
return string

availableTime public property

public float availableTime
return float

consume public property

public ValueChange[], consume
return ValueChange[],

consumeItemID public property

public int[] consumeItemID
return int[]

consumeItemQuantity public property

public int[] consumeItemQuantity
return int[]

criticalAudioName public property

public string criticalAudioName
return string

criticalConsume public property

public ValueChange[], criticalConsume
return ValueChange[],

hasCritical public property

public bool hasCritical
return bool

hitChance public property

public bool hitChance
return bool

hitFormula public property

public int hitFormula
return int

overrideAnimation public property

public bool overrideAnimation
return bool

stealChance public property

public StealChance, stealChance
return StealChance,

useRange public property

public UseRange, useRange
return UseRange,