本文整理汇总了C#中GameObjects.Troop.DecreaseInjuryQuantity方法的典型用法代码示例。如果您正苦于以下问题:C# Troop.DecreaseInjuryQuantity方法的具体用法?C# Troop.DecreaseInjuryQuantity怎么用?C# Troop.DecreaseInjuryQuantity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GameObjects.Troop
的用法示例。
在下文中一共展示了Troop.DecreaseInjuryQuantity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: GetCurrentStratagemSuccess
//.........这里部分代码省略.........
{
troop.TryToPlaySound(troop.Position, this.getSoundPath(animation.LinkedAnimation), false);
}
if (this.OnResistStratagem != null)
{
this.OnResistStratagem(this, troop, this.CurrentStratagem, true);
}
this.Persons.GetMaxIntelligencePerson().StratagemFailCount++;
troop.Persons.GetMaxIntelligencePerson().StratagemBeFailCount++;
}
}
else if (flag)
{
if (((troop != null) && (this.OnStratagemSuccess != null)) && (this != troop))
{
this.OnStratagemSuccess(this, troop, this.CurrentStratagem, false);
}
this.Persons.GetMaxIntelligencePerson().StratagemSuccessCount++;
}
else if ((troop != null) && (this.OnResistStratagem != null))
{
this.OnResistStratagem(this, troop, this.CurrentStratagem, false);
this.Persons.GetMaxIntelligencePerson().StratagemFailCount++;
}
int increment = (2 + (flag ? 1 : 0)) + (this.WaitForDeepChaos ? 2 : 0);
this.IncreaseStratagemExperience(increment, true);
if (troop != null)
{
troop.IncreaseStratagemExperience(increment, false);
}
if (this.BelongedFaction != null)
{
if (flag)
{
if (this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemSuccess > 0f)
{
this.IncreaseCombativity(StaticMethods.GetRandomValue((int)((this.Leader.Calmness * 100) * this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemSuccess), 100));
}
if (troop.BelongedFaction != this.BelongedFaction)
{
troop.army.Tiredness += this.stratagemTirednessIncrease;
}
if (this.stratagemStealTroop > 0 && troop.BelongedFaction != this.BelongedFaction)
{
int c = Math.Min(troop.Quantity, this.stratagemStealTroop);
troop.DecreaseQuantity(c);
this.IncreaseQuantity(c);
Troop.CheckTroopRout(this, troop);
}
if (this.stratagemStealInjury > 0 && troop.BelongedFaction != this.BelongedFaction)
{
int c = Math.Min(troop.InjuryQuantity, this.stratagemStealInjury);
troop.DecreaseInjuryQuantity(c);
this.IncreaseInjuryQuantity(c);
}
if (this.stratagemMoraleDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
{
troop.DecreaseMorale(this.stratagemMoraleDecrease);
}
if (this.stratagemCombativityDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
{
troop.DecreaseCombativity(this.stratagemCombativityDecrease);
}
if (this.stratagemTroopDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
{
troop.DecreaseQuantity(this.stratagemTroopDecrease);
Troop.CheckTroopRout(this, troop);
}
if (this.stratagemInjuryDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
{
troop.DecreaseInjuryQuantity(this.stratagemInjuryDecrease);
}
if (this.stratagemLoyaltyDecrease > 0 && troop.BelongedFaction != this.BelongedFaction)
{
foreach (Person p in troop.Persons)
{
p.Loyalty -= this.stratagemLoyaltyDecrease;
if (p.Loyalty < 0)
{
p.Loyalty = 0;
}
}
}
if (this.stratagemStealFood > 0 && troop.BelongedFaction != this.BelongedFaction)
{
int c = Math.Min(troop.Food, this.stratagemStealFood);
troop.Food -= c;
this.IncreaseFood(c);
}
return flag;
}
if (this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemFail > 0f)
{
this.IncreaseCombativity(StaticMethods.GetRandomValue((int)((this.Leader.Calmness * 100) * this.BelongedFaction.RateOfCombativityRecoveryAfterStratagemFail), 100));
}
}
return flag;
}