C# Class BattleAction, RPGQuest

显示文件 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_oe static_oe property

public static int ALL_CHARACTERS
return int

ALL_ENEMIES public_oe static_oe property

public static int ALL_ENEMIES
return int

NONE public_oe static_oe property

public static int NONE
return int

PARTY_TARGET public_oe static_oe property

public static int PARTY_TARGET
return int

RANDOM_CHARACTER public_oe static_oe property

public static int RANDOM_CHARACTER
return int

RANDOM_ENEMY public_oe static_oe property

public static int RANDOM_ENEMY
return int

activeAnimation public_oe property

public BattleAnimation activeAnimation
return BattleAnimation

autoAttackFlag public_oe property

public bool autoAttackFlag
return bool

castTime public_oe property

public float castTime
return float

castTimeMax public_oe property

public float castTimeMax
return float

casted public_oe property

public bool casted
return bool

damageMultiplier public_oe property

public float damageMultiplier
return float

doCounter public_oe property

public bool[] doCounter
return bool[]

rayObject public_oe property

public GameObject rayObject
return GameObject

rayPoint public_oe property

public Vector3 rayPoint
return Vector3

rayTargetSet public_oe property

public bool rayTargetSet
return bool

reviveFlag public_oe property

public bool reviveFlag
return bool

target public_oe property

public Combatant[], target
return Combatant[],

targetID public_oe property

public int targetID
return int

targetRaycast public_oe property

public TargetRaycast, targetRaycast
return TargetRaycast,

type public_oe property

public AttackSelection type
return AttackSelection

useID public_oe property

public int useID
return int

useLevel public_oe property

public int useLevel
return int

user public_oe property

public Combatant, user
return Combatant,