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C# Effect.AddEffect方法代码示例

本文整理汇总了C#中Effect.AddEffect方法的典型用法代码示例。如果您正苦于以下问题:C# Effect.AddEffect方法的具体用法?C# Effect.AddEffect怎么用?C# Effect.AddEffect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Effect的用法示例。


在下文中一共展示了Effect.AddEffect方法的1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: Update

    // Update is called once per frame
    void Update()
    {
        CheckInput();

        if(isStatePaused || isStateSelectTarget)
            return;

        ellapsedTime += Time.deltaTime;

        //if a unit is not acting, advance ATguages until one does and set next to act
        if (!isUnitActing)
        {
            AdvanceACTGuagesTurnBased();
        }

        if(isUnitActing)
        {
            actingUnit.sheet.action_Next.UpdateAction();

            if(actingUnit.sheet.action_Next.isTriggerEffect)
            {
                //purely debug block
                DetermineTargets(actingUnit.sheet.action_Next.actionComponents[0].targetType);
                foreach(Character unit in targetedUnits)
                {
                    Debug.Log(actingUnit.sheet.characterName + " uses " + actingUnit.sheet.action_Next.actionName + " on " + unit.sheet.characterName);
                }
                //end debug output

                foreach(ActionComponent actionComponent in actingUnit.sheet.action_Next.actionComponents)
                {
                    isAutoHit = false;  //certain targeting will set this true to skip roll to hit
                    DetermineTargets(actionComponent.targetType);
                    hitUnits = new List<Character>();
                    foreach(Character targetUnit in targetedUnits)
                    {
                        bool isHit = false;
                        if(isAutoHit)
                        {
                            isHit = true;
                        }
                        else
                        {
                            isHit = RollToHit(actionComponent.baseToHit, actionComponent.hitType, targetUnit);
                        }
                        if(isHit)
                        {
                            hitUnits.Add(targetUnit);
                            //apply effect
                            appliedEffect = new Effect(actionComponent,actingUnit,targetUnit);
                            appliedEffect.AddEffect();
                        }
                        else
                        {
                            //missed
                        }
                    }
                }

                CalculateActOrder();
                actingUnit.sheet.action_Next.isTriggerEffect = false;
                actingUnit.sheet.action_Next.isEffectResolved = true;
            }
            if (actingUnit.sheet.action_Next.isActionFinished)
            {
                UpdateEffects(); //tick all effects
                RegenShields();
                isUnitActing = false;
            }

        }
    }
开发者ID:markadamdixon,项目名称:Empyrium-Adventures,代码行数:73,代码来源:BattleManager.cs


注:本文中的Effect.AddEffect方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。