本文整理汇总了C#中Conquest.Units.Unit.clearStatusEffect方法的典型用法代码示例。如果您正苦于以下问题:C# Unit.clearStatusEffect方法的具体用法?C# Unit.clearStatusEffect怎么用?C# Unit.clearStatusEffect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Conquest.Units.Unit
的用法示例。
在下文中一共展示了Unit.clearStatusEffect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: attackUnit
// Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
public override bool attackUnit(Unit unit, bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
{
switch(info.skillID)
{
case "smite":
case "basic_attack": {
if(victim== null)
return false;
victim.takeDamage(ref info, ref unit, ref map);
if(!info.missed && unit.isAlive && !unit.isAI)
unit.gainExp(ref victim, ref map);
};break;
case "multicure": {
// Variables
List<int[]> allies= map.findAllies(unit.mapPos[0], unit.mapPos[1], 1, 2, map.getTeamID(unit.mapPos));
for(int i= 0; i< allies.size; i++)
map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].heal(-1*info.damage, ref unit, ref map);
if(unit.isAlive && !unit.isAI)
unit.gainExp(64*allies.size, ref map);
};break;
case "armor_of_god": {
if(victim== null)
return false;
unit.addStatEffect(
new StatEffect(
EffectType.Buff,
"Armor of God",
"+35 Def and Res",
armorOfGodSE,
2
),
ref map
);
if(unit.isAlive && !unit.isAI)
unit.gainExp(ref victim, ref map);
};break;
case "rally_spirit": {
// Variables
List<int[]> allies= map.findAllies(unit.mapPos[0], unit.mapPos[1], 0, 2, map.getTeamID(unit.mapPos));
for(int i= 0; i< allies.size; i++)
{
map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].addStatEffect(
new StatEffect(
EffectType.Buff,
"Rally Spirit",
"+10% to all stats",
rallySpiritSE,
3
),
ref map
);
}
if(!info.missed && unit.isAlive && !unit.isAI)
unit.gainExp(32*allies.size, ref map);
};break;
case "rejuvinate": {
if(victim== null)
return false;
if(victim.getStatusEffect()== null)
victim.clearDebuffs();
else
{
if(!victim.clearStatusEffect())
info.missed= false;
}
if(!info.missed && unit.isAlive && !unit.isAI)
unit.gainExp(ref victim, ref map);
};break;
case "healing_prayer": {
// Variables
List<int[]> allies= map.findAllAllies(map.getTeamID(unit.mapPos));
for(int i= 0; i< allies.size; i++)
{
map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].heal(
map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].originalHealth,
ref unit,
ref map
);
}
unit.addStatEffect(
new StatEffect(
EffectType.Debuff,
"Humility",
"-75% to all stats",
//.........这里部分代码省略.........