本文整理汇总了C#中GameObjects.Troop.ReceiveAttackDamage方法的典型用法代码示例。如果您正苦于以下问题:C# Troop.ReceiveAttackDamage方法的具体用法?C# Troop.ReceiveAttackDamage怎么用?C# Troop.ReceiveAttackDamage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.ReceiveAttackDamage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: AttackTroop
private void AttackTroop(Troop troop)
{
if (troop != null)
{
TroopDamage damage2;
TroopDamage damage = troop.ReceiveAttackDamage(this.SendAttackDamage(troop, false));
if ((!damage.Waylay && !damage.AntiCounterAttack) && this.CounterAttackAvail(troop))
{
damage2 = this.ReceiveAttackDamage(troop.SendAttackDamage(this, true));
damage.BeCountered = true;
damage.CounterDamage = damage2.Damage;
damage.CounterInjury = damage2.Injury;
damage.CounterCombativityDown = damage2.CounterCombativityDown;
}
if (this.PierceAttack || this.BasePierceAttack)
{
foreach (Troop troop2 in this.GetTroopsBetween(troop))
{
if (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction))
{
damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
this.StartAttackTroop(troop2, damage2, true);
}
}
}
if (((this.AreaAttackRadius > 0) || (this.BaseAreaAttackRadius > 0)) || (this.StuntAttackRadius > 0))
{
int radius = (this.AreaAttackRadius > this.BaseAreaAttackRadius) ? this.AreaAttackRadius : this.BaseAreaAttackRadius;
radius = (this.StuntAttackRadius > radius) ? this.StuntAttackRadius : radius;
foreach (Troop troop2 in this.GetAreaAttackTroops(troop.Position, radius, this.ScatteredShootingOblique))
{
if (((troop2 != troop) && (troop2 != this)) && (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction)))
{
damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
this.StartAttackTroop(troop2, damage2, true);
}
}
}
if ((this.BaseAroundAttackRadius > 0) || (this.AroundAttackRadius > 0))
{
foreach (Troop troop2 in this.GetAreaAttackTroops(this.Position, this.AroundAttackRadius, true))
{
if (((troop2 != troop) && (troop2 != this)) && (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction)))
{
damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
this.StartAttackTroop(troop2, damage2, true);
}
}
}
if (this.BaseAttackAllOffenceArea || this.AttackAllOffenceArea)
{
foreach (Troop troop2 in this.GetAllOffenceAreaTroops(this.Position))
{
if (((troop2 != troop) && (troop2 != this)) && (!this.TroopNoAccidentalInjury || !this.IsFriendly(troop2.BelongedFaction)))
{
damage2 = troop2.ReceiveAttackDamage(this.SendAttackDamage(troop2, false));
this.StartAttackTroop(troop2, damage2, true);
}
}
}
this.StartAttackTroop(troop, damage, false);
}
}