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C# Unit.Proc方法代码示例

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


在下文中一共展示了Unit.Proc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: Heal

		/// <summary>
		/// Heals this unit and sends the corresponding animation (healer might be null)
		/// </summary>
		/// <param name="effect">The effect of the spell that triggered the healing (or null)</param>
		/// <param name="healer">The object that heals this Unit (or null)</param>
		/// <param name="value">The amount to be healed</param>
		public void Heal(Unit healer, int value, SpellEffect effect)
		{
			var critChance = 0f;
			var crit = false;
			int overheal = 0;

			if (effect != null)
			{
				var oldVal = value;
				
				if (healer != null)
				{
					if (effect.IsPeriodic)
					{
						// add periodic boni
						if (healer is Character)
						{
							value = ((Character)healer).PlayerSpells.GetModifiedInt(SpellModifierType.PeriodicEffectValue, effect.Spell, value);
						}
					}
					else
					{
						// add healing mods (spell power for healing)
						value = healer.AddHealingModsToAction(value, effect, effect.Spell.Schools[0]);
					}
				}

				if (this is Character)
				{
					value += (int) ((oldVal*((Character) this).HealingTakenModPct)/100);
				}

				critChance = GetSpellCritChance((DamageSchool) effect.Spell.SchoolMask)*100;

				// do a critcheck
				if (!effect.Spell.AttributesExB.HasFlag(SpellAttributesExB.CannotCrit) && critChance != 0)
				{
					var roll = Utility.Random(1f, 10001);

					if (roll <= critChance)
					{
						value = (int) (value*(SpellHandler.SpellCritBaseFactor + GetIntMod(StatModifierInt.CriticalHealValuePct)));
						crit = true;
					}
				}
			}

			if (value > 0)
			{
				value = (int)(value * Utility.Random(0.95f, 1.05f));
				if (Health + value > MaxHealth)
				{
					overheal = (Health + value) - MaxHealth;
					value = (MaxHealth - Health);
				}
				Health += value;
				value += overheal;
				CombatLogHandler.SendHealLog(healer, this, effect != null ? effect.Spell.Id : 0, value, crit, overheal);
			}

			if (healer != null)
			{
				var action = new HealAction
				{
					Attacker = (Unit)healer,
					Victim = this,
					Spell = effect != null ? effect.Spell : null,
					IsCritical = crit,
					Value = value
				};
				healer.Proc(ProcTriggerFlags.HealOther, this, action, true);
				Proc(ProcTriggerFlags.Heal, healer, action, false);

				OnHeal(healer, effect, value);
			}
		}
开发者ID:ray2006,项目名称:WCell,代码行数:82,代码来源:Unit.cs

示例2: OnTrapTriggered

		/// <summary>
		/// Called when the holder is a trap and the given triggerer triggered it.
		/// </summary>
		/// <param name="triggerer"></param>
		private void OnTrapTriggered(Unit triggerer)
		{
			// trap trigger proc
			var owner = ((GameObject)m_holder).Owner;
			if (owner != null)
			{
				triggerer.Proc(ProcTriggerFlags.TrapTriggered, triggerer,
					new TrapTriggerAction { Attacker = owner, Spell = m_spell, Victim = triggerer },
					false);
			}
		}
开发者ID:remixod,项目名称:netServer,代码行数:15,代码来源:AreaAura.cs


注:本文中的WCell.RealmServer.Entities.Unit.Proc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。