本文整理汇总了C#中Character.addAbnormalState方法的典型用法代码示例。如果您正苦于以下问题:C# Character.addAbnormalState方法的具体用法?C# Character.addAbnormalState怎么用?C# Character.addAbnormalState使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Character
的用法示例。
在下文中一共展示了Character.addAbnormalState方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: burningEnemy
public void burningEnemy(int time , Character enemy)
{
State state = new State(time, DestroySkillEft);
enemy.addAbnormalState(state, Character.ABNORMAL_NUM.FIRE);
showEft(enemy);
}
示例2: attack
public void attack(Character character, Character target)
{
SkillDef skillDef = SkillLib.instance.getSkillDefBySkillID("BUG15B");
int skillDurationTime = skillDef.skillDurationTime;
if(!target.isAbnormalStateActive(Character.ABNORMAL_NUM.LAYDOWN))
{
target.addAbnormalState(skillDurationTime, null, Character.ABNORMAL_NUM.LAYDOWN);
}
target.defenseAtk(character.realAtk, character.gameObject);
}
示例3: Skill_DRAX30AEffect
public void Skill_DRAX30AEffect(Drax drax, Character target)
{
MusicManager.playEffectMusic("SFX_Drax_The_Destroyer_1a");
SkillDef skillDef = SkillLib.instance.getSkillDefBySkillID("DRAX30A");
int skillDurationTime = skillDef.skillDurationTime;
int buffDurationTime = skillDef.buffDurationTime;
Hashtable buffTable = skillDef.buffEffectTable;
float per = ((Effect)buffTable["hp"]).num;
int hp = (int)(target.realMaxHp * (per / 100.0f));
if(StaticData.computeChance(50, 100))
{
target.addBuff("Skill_DRAX30A_DE_HP", buffDurationTime, hp / buffDurationTime, BuffTypes.DE_HP);
// target.layDownWithSeconds();
State s = new State(skillDurationTime, null);
target.addAbnormalState(s, Character.ABNORMAL_NUM.LAYDOWN);
}
target.defenseAtk(drax.realAtk, drax.gameObject);
}
示例4: Skill_DRAX15AEffect
public void Skill_DRAX15AEffect(Drax drax, Character target)
{
SkillDef skillDef = SkillLib.instance.getSkillDefBySkillID("DRAX15A");
Hashtable tempNumber = skillDef.activeEffectTable;
int time = skillDef.skillDurationTime;
int damage = target.getSkillDamageValue(drax.realAtk, ((Effect)tempNumber["atk_PHY"]).num);//(int)((((Effect)tempNumber["atk_PHY"]).num / 100.0f + 1.0f) * drax.realAtk.PHY);
// target.layDownWithSeconds();
State s = new State(time, null);
target.addAbnormalState(s, Character.ABNORMAL_NUM.LAYDOWN);
DestroyBuffEft(drax, "Skill_DRAX15A");
target.realDamage(damage);
}