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, |
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 |
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 |
public Calculate ( Combatant, ts, float damageFactor ) : CombatantAnimation[] | ||
ts | Combatant, | |
damageFactor | float | |
return | CombatantAnimation[] |
public CheckDamageDealer ( DamageDealer, dealer ) : bool | ||
dealer | DamageDealer, | |
return | bool |
public GetTargets ( bool checkRange ) : Combatant[], | ||
checkRange | bool | |
return | Combatant[], |