C# Class BaseAttack, RPGQuest

显示文件 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_oe property

public bool absorb
return bool

absorbValue public_oe property

public int absorbValue
return int

animationID public_oe property

public int animationID
return int

audioName public_oe property

public string audioName
return string

availableTime public_oe property

public float availableTime
return float

consume public_oe property

public ValueChange[], consume
return ValueChange[],

consumeItemID public_oe property

public int[] consumeItemID
return int[]

consumeItemQuantity public_oe property

public int[] consumeItemQuantity
return int[]

criticalAudioName public_oe property

public string criticalAudioName
return string

criticalConsume public_oe property

public ValueChange[], criticalConsume
return ValueChange[],

hasCritical public_oe property

public bool hasCritical
return bool

hitChance public_oe property

public bool hitChance
return bool

hitFormula public_oe property

public int hitFormula
return int

overrideAnimation public_oe property

public bool overrideAnimation
return bool

stealChance public_oe property

public StealChance, stealChance
return StealChance,

useRange public_oe property

public UseRange, useRange
return UseRange,