112 lines
2.4 KiB
C#
112 lines
2.4 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 : IResettable
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{
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public BaseAbility sourceAbility;
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public BaseEffect sourceEffect;
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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 float outgoingAccumulator;
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public float incomingAccumulator;
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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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public void Reset()
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{
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sourceAbility = null;
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sourceEffect = null;
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user = null;
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target = null;
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currentValue = 0f;
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outgoingAccumulator = 0f;
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incomingAccumulator = 0f;
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damageType = default;
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applicationMethod = default;
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isCrit = false;
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totalTargetsHit = 0;
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targetDead = false;
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}
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}
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public class HealArgs : IResettable
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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 float outgoingAccumulator;
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public float incomingAccumulator;
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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 void Reset()
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{
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source = null;
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effect = null;
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user = null;
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target = null;
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currentValue = 0f;
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outgoingAccumulator = 0f;
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incomingAccumulator = 0f;
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applicationMethod = default;
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isCrit = false;
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totalTargetsHit = 0;
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}
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}
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public class InvulnerabilityArgs : IResettable
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{
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public Taggable user;
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public bool isImmune;
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public void Reset()
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{
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user = null;
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isImmune = false;
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}
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}
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public class DodgeArgs : IResettable
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{
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public Taggable user;
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public bool dodgedSuccessfully;
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public void Reset()
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{
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user = null;
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dodgedSuccessfully = false;
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}
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}
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public class BlockArgs : IResettable
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{
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public Taggable user;
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public bool blockedSuccessfully;
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public void Reset()
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{
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user = null;
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blockedSuccessfully = false;
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}
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}
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public class AbsorbArgs : IResettable
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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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public void Reset()
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{
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user = null;
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absorbedDamage = false;
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absorbDepleted = false;
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}
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} |