C# Class BattleAction, RPGQuest

Show file Open project: hughrogers/RPGQuest Class Usage Examples

Public Properties

Property Type Description
ALL_CHARACTERS int
ALL_ENEMIES int
NONE int
PARTY_TARGET int
RANDOM_CHARACTER int
RANDOM_ENEMY int
activeAnimation BattleAnimation
autoAttackFlag bool
castTime float
castTimeMax float
casted bool
damageMultiplier float
doCounter bool[]
rayObject GameObject
rayPoint Vector3
rayTargetSet bool
reviveFlag bool
target Combatant[],
targetID int
targetRaycast TargetRaycast,
type AttackSelection
useID int
useLevel int
user Combatant,

Public Methods

Method Description
AnimationFinished ( ) : void
BattleAction ( ) : UnityEngine
BattleAction ( AttackSelection t, Combatant, u, int tID, int id, int ul ) : UnityEngine
BlinkTargets ( bool blink ) : void
CalcTimeUse ( ) : void
Calculate ( Combatant, ts, float damageFactor ) : CombatantAnimation[]
CanDamage ( Combatant, c ) : bool
CancelSkillCast ( ) : bool
CheckDamageDealer ( DamageDealer, dealer ) : bool
CheckRevive ( ) : void
CheckTargetAggressive ( ) : void
GetTargets ( bool checkRange ) : Combatant[],
GetTimeUse ( ) : float
InBattleRange ( ) : bool
InRange ( ) : bool
InRange ( Combatant, t ) : bool
IsAttack ( ) : bool
IsCastingSkill ( ) : bool
IsCounter ( ) : bool
IsDeath ( ) : bool
IsDefend ( ) : bool
IsEscape ( ) : bool
IsItem ( ) : bool
IsNone ( ) : bool
IsSkill ( ) : bool
PerformAction ( ) : void
RangeDifference ( ) : bool
StopAction ( ) : void
TargetAlive ( ) : bool
TargetNone ( ) : bool
Tick ( ) : void

Method Details

AnimationFinished() public method

public AnimationFinished ( ) : void
return void

BattleAction() public method

public BattleAction ( ) : UnityEngine
return UnityEngine

BattleAction() public method

public BattleAction ( AttackSelection t, Combatant, u, int tID, int id, int ul ) : UnityEngine
t AttackSelection
u Combatant,
tID int
id int
ul int
return UnityEngine

BlinkTargets() public method

public BlinkTargets ( bool blink ) : void
blink bool
return void

CalcTimeUse() public method

public CalcTimeUse ( ) : void
return void

Calculate() public method

public Calculate ( Combatant, ts, float damageFactor ) : CombatantAnimation[]
ts Combatant,
damageFactor float
return CombatantAnimation[]

CanDamage() public method

public CanDamage ( Combatant, c ) : bool
c Combatant,
return bool

CancelSkillCast() public method

public CancelSkillCast ( ) : bool
return bool

CheckDamageDealer() public method

public CheckDamageDealer ( DamageDealer, dealer ) : bool
dealer DamageDealer,
return bool

CheckRevive() public method

public CheckRevive ( ) : void
return void

CheckTargetAggressive() public method

public CheckTargetAggressive ( ) : void
return void

GetTargets() public method

public GetTargets ( bool checkRange ) : Combatant[],
checkRange bool
return Combatant[],

GetTimeUse() public method

public GetTimeUse ( ) : float
return float

InBattleRange() public method

public InBattleRange ( ) : bool
return bool

InRange() public method

public InRange ( ) : bool
return bool

InRange() public method

public InRange ( Combatant, t ) : bool
t Combatant,
return bool

IsAttack() public method

public IsAttack ( ) : bool
return bool

IsCastingSkill() public method

public IsCastingSkill ( ) : bool
return bool

IsCounter() public method

public IsCounter ( ) : bool
return bool

IsDeath() public method

public IsDeath ( ) : bool
return bool

IsDefend() public method

public IsDefend ( ) : bool
return bool

IsEscape() public method

public IsEscape ( ) : bool
return bool

IsItem() public method

public IsItem ( ) : bool
return bool

IsNone() public method

public IsNone ( ) : bool
return bool

IsSkill() public method

public IsSkill ( ) : bool
return bool

PerformAction() public method

public PerformAction ( ) : void
return void

RangeDifference() public method

public RangeDifference ( ) : bool
return bool

StopAction() public method

public StopAction ( ) : void
return void

TargetAlive() public method

public TargetAlive ( ) : bool
return bool

TargetNone() public method

public TargetNone ( ) : bool
return bool

Tick() public method

public Tick ( ) : void
return void

Property Details

ALL_CHARACTERS public static property

public static int ALL_CHARACTERS
return int

ALL_ENEMIES public static property

public static int ALL_ENEMIES
return int

NONE public static property

public static int NONE
return int

PARTY_TARGET public static property

public static int PARTY_TARGET
return int

RANDOM_CHARACTER public static property

public static int RANDOM_CHARACTER
return int

RANDOM_ENEMY public static property

public static int RANDOM_ENEMY
return int

activeAnimation public property

public BattleAnimation activeAnimation
return BattleAnimation

autoAttackFlag public property

public bool autoAttackFlag
return bool

castTime public property

public float castTime
return float

castTimeMax public property

public float castTimeMax
return float

casted public property

public bool casted
return bool

damageMultiplier public property

public float damageMultiplier
return float

doCounter public property

public bool[] doCounter
return bool[]

rayObject public property

public GameObject rayObject
return GameObject

rayPoint public property

public Vector3 rayPoint
return Vector3

rayTargetSet public property

public bool rayTargetSet
return bool

reviveFlag public property

public bool reviveFlag
return bool

target public property

public Combatant[], target
return Combatant[],

targetID public property

public int targetID
return int

targetRaycast public property

public TargetRaycast, targetRaycast
return TargetRaycast,

type public property

public AttackSelection type
return AttackSelection

useID public property

public int useID
return int

useLevel public property

public int useLevel
return int

user public property

public Combatant, user
return Combatant,