55 lines
1.1 KiB
C#
55 lines
1.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class DamageArgs
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{
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public BaseAbility source;
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public BaseEffect effect;
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public Taggable user;
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public Taggable target;
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public float currentValue;
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public DamageType damageType;
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public EffectApplicationMethod applicationMethod;
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public bool isCrit;
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public int totalTargetsHit;
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public bool targetDead;
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}
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public class HealArgs
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{
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public BaseAbility source;
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public BaseEffect effect;
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public Taggable user;
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public Taggable target;
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public float currentValue;
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public EffectApplicationMethod applicationMethod;
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public bool isCrit;
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public int totalTargetsHit;
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}
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public class InvulnerabilityArgs
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{
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public Taggable user;
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public bool isImmune;
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}
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public class DodgeArgs
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{
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public Taggable user;
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public bool dodgedSuccessfully;
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}
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public class BlockArgs
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{
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public Taggable user;
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public bool blockedSuccessfully;
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}
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public class AbsorbArgs
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{
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public Taggable user;
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public bool absorbedDamage;
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public bool absorbDepleted;
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} |