本文整理汇总了C#中Spell.Equals方法的典型用法代码示例。如果您正苦于以下问题:C# Spell.Equals方法的具体用法?C# Spell.Equals怎么用?C# Spell.Equals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Spell
的用法示例。
在下文中一共展示了Spell.Equals方法的2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: activate_skill
public void activate_skill(Spell skill)
{
if(skill.Equals(actives[0]))
{
GetComponent<PlayerAttributes>().curHP += actives[0].skillValue+1;
if(GetComponent<PlayerAttributes>().curHP >= GetComponent<PlayerAttributes>().maxHP)
GetComponent<PlayerAttributes>().curHP = GetComponent<PlayerAttributes>().maxHP;
actives[0].lastCastTime = Time.time;
GetComponent<PlayerAttributes>().curMana -= actives[0].manaCost;
skillSprite.DoAnim("Heal");
GetComponent<Controls>().doSkill1();
audio.PlayOneShot(soundActives[0]);
return;
}
if(skill.Equals(actives[1]))
{
actives[1].lastCastTime = Time.time;
GetComponent<PlayerAttributes>().curMana -= actives[1].manaCost;
GetComponent<Controls>().doSkill2();
audio.PlayOneShot(soundActives[1]);
return;
}
if(skill.Equals(actives[2]))
{
actives[2].lastCastTime = Time.time;
GetComponent<PlayerAttributes>().curMana -= actives[2].manaCost;
GetComponent<Controls>().doSkill3();
audio.PlayOneShot(soundActives[2]);
return;
}
if(skill.Equals(actives[3]))
{
GetComponent<Controls>().doSkill4();
skillSprite2.DoAnim("Intervention");
intervention = true;
GetComponent<PlayerAttributes>().curMana -= actives[3].manaCost;
actives[3].lastCastTime = Time.time;
audio.PlayOneShot(soundActives[3]);
return;
}
}
示例2: up_skill
public void up_skill(Spell skill)
{
if(skill.Equals(actives[0])) // active skill 1
{
if(actives[0].level < maxSkilllvl && skillPoints > 0)
{
actives[0].level++;
skillPoints--;
actives[0].skillValue += actives[0].valueIncreasePerLvl;
}
}
if(skill.Equals(actives[1])) // active skill 2
{
if(actives[1].level < maxSkilllvl && skillPoints > 0)
{
actives[1].level++;
skillPoints--;
actives[1].skillValue += actives[1].valueIncreasePerLvl;
actives[1].cooldown += actives[1].cooldownChangePerLvl;
}
}
if(skill.Equals(actives[2])) // active skill 3
{
if(actives[2].level < maxSkilllvl && skillPoints > 0)
{
actives[2].level++;
skillPoints--;
actives[2].skillValue += actives[2].valueIncreasePerLvl;
actives[2].cooldown += actives[2].cooldownChangePerLvl;
}
}
if(skill.Equals(actives[3])) // active skill 3
{
if(actives[3].level < maxSkilllvl && skillPoints > 0)
{
actives[3].level++;
skillPoints--;
actives[3].skillValue += actives[3].valueIncreasePerLvl;
}
}
if(skill.Equals(passives[0])) // passive skill 1
{
if(passives[0].level < maxSkilllvl && skillPoints > 0)
{
passives[0].level++;
skillPoints--;
GetComponent<PlayerAttributes>().atkDamage+=passives[0].valueIncreasePerLvl;
}
}
if(skill.Equals(passives[1])) // passive skill 2
{
if(passives[1].level < maxSkilllvl && skillPoints > 0)
{
passives[1].level++;
skillPoints--;
GetComponent<PlayerAttributes>().maxHP+=
((int)GetComponent<PlayerAttributes>().maxHP*passives[1].valueIncreasePerLvl)/100;
GetComponent<PlayerAttributes>().curHP+=
((int)GetComponent<PlayerAttributes>().maxHP*passives[1].valueIncreasePerLvl)/100;
}
}
}