本文整理汇总了C#中WCell.RealmServer.Spells.SpellEffect类的典型用法代码示例。如果您正苦于以下问题:C# SpellEffect类的具体用法?C# SpellEffect怎么用?C# SpellEffect使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SpellEffect类属于WCell.RealmServer.Spells命名空间,在下文中一共展示了SpellEffect类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Trigger
//internal static readonly ObjectPool<List<AuraApplicationInfo>> AuraAppListPool = ObjectPoolMgr.CreatePool(() => new List<AuraApplicationInfo>());
public static void Trigger(WorldObject caster, SpellEffect triggerEffect, Spell spell)
{
var cast = SpellCastPool.Obtain();
cast.Caster = caster;
cast.m_triggerEffect = triggerEffect;
caster.ExecuteInContext(() =>
{
cast.Start(spell, true);
cast.Dispose();
});
}
开发者ID:pallmall,项目名称:WCell,代码行数:14,代码来源:SpellCast.cs
示例2: CreateHandler
private void CreateHandler(SpellEffect effect, int h, SpellEffectHandler[] handlers, ref SpellTargetCollection targets, ref SpellFailedReason failReason)
{
var handler = effect.SpellEffectHandlerCreator(this, effect);
handlers[h] = handler;
// make sure, we have the right Caster-Type
handler.CheckCasterType(ref failReason);
if (failReason != SpellFailedReason.Ok)
{
return;
}
// find targets and amount SpellTargetCollection if effects have same ImplicitTargetTypes
if (InitialTargets != null)
{
// do we have given targets?
if (targets == null)
{
targets = CreateSpellTargetCollection();
}
}
else if (handler.HasOwnTargets)
{
// see if targets are shared between effects
targets = null;
for (var j = 0; j < h; j++)
{
var handler2 = handlers[j];
if (handler.Effect.SharesTargetsWith(handler2.Effect, IsAICast))
{
// same targets -> share target collection
targets = handler2.m_targets;
break;
}
}
if (targets == null)
{
targets = CreateSpellTargetCollection();
}
}
if (targets != null)
{
handler.m_targets = targets;
targets.m_handlers.Add(handler);
}
}
开发者ID:ebakkedahl,项目名称:WCell,代码行数:49,代码来源:SpellCast.Perform.cs
示例3: LeechPower
/// <summary>
/// Leeches the given amount of power from this Unit and adds it to the receiver (if receiver != null and is Unit).
/// </summary>
public void LeechPower(Unit receiver, int amount, float factor, SpellEffect effect)
{
var currentPower = Power;
// Resilience reduces mana drain by 2.2%, amount is rounded.
amount -= (amount * GetResiliencePct() * 2.2f).RoundInt();
if (amount > currentPower)
{
amount = currentPower;
}
Power = currentPower - amount;
if (receiver != null)
{
receiver.Energize(this, amount, effect);
}
}
开发者ID:ray2006,项目名称:WCell,代码行数:19,代码来源:Unit.cs
示例4: LeechHealth
/// <summary>
/// Leeches the given amount of health from this Unit and adds it to the receiver (if receiver != null and is Unit).
/// </summary>
/// <param name="factor">The factor applied to the amount that was leeched before adding it to the receiver</param>
public void LeechHealth(Unit receiver, int amount, float factor, SpellEffect effect)
{
var initialHealth = Health;
DoSpellDamage(receiver != null ? receiver.Master : this, effect, amount);
// only apply as much as was leeched
amount = initialHealth - Health;
if (factor > 0)
{
amount = (int)(amount * factor);
}
if (receiver != null)
{
receiver.Heal(this, amount, effect);
}
}
开发者ID:ray2006,项目名称:WCell,代码行数:23,代码来源:Unit.cs
示例5: 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6: ClearEffects
public void ClearEffects()
{
Effects = new SpellEffect[0];
}
开发者ID:WCellFR,项目名称:WCellFR,代码行数:4,代码来源:Spell.cs
示例7: ReplaceEffect
/// <summary>
/// Removes the first Effect of the given Type and replace it with a new one which will be returned.
/// Appends a new one if none of the given type was found.
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public SpellEffect ReplaceEffect(SpellEffectType type)
{
for (var i = 0; i < Effects.Length; i++)
{
var effect = Effects[i];
if (effect.EffectType == type)
{
return Effects[i] = new SpellEffect();
}
}
return AddEffect(SpellEffectType.None);
}
开发者ID:WCellFR,项目名称:WCellFR,代码行数:18,代码来源:Spell.cs
示例8: Initialize
/// <summary>
/// Sets all default variables
/// </summary>
internal void Initialize()
{
var learnSpellEffect = GetEffect(SpellEffectType.LearnSpell);
if (learnSpellEffect == null)
{
learnSpellEffect = GetEffect(SpellEffectType.LearnPetSpell);
}
if (learnSpellEffect != null && learnSpellEffect.TriggerSpellId != 0)
{
IsTeachSpell = true;
}
// figure out Trigger spells
for (var i = 0; i < Effects.Length; i++)
{
var effect = Effects[i];
if (effect.TriggerSpellId != SpellId.None || effect.AuraType == AuraType.PeriodicTriggerSpell)
{
var triggeredSpell = SpellHandler.Get((uint)effect.TriggerSpellId);
if (triggeredSpell != null)
{
if (!IsTeachSpell)
{
triggeredSpell.IsTriggeredSpell = true;
}
else
{
LearnSpell = triggeredSpell;
}
effect.TriggerSpell = triggeredSpell;
}
else
{
if (IsTeachSpell)
{
IsTeachSpell = GetEffect(SpellEffectType.LearnSpell) != null;
}
Effects[i].IsInvalid = true;
}
}
}
foreach (var effect in Effects)
{
if (effect.EffectType == SpellEffectType.PersistantAreaAura || effect.HasTarget(ImplicitTargetType.DynamicObject))
{
DOEffect = effect;
break;
}
}
//foreach (var effect in Effects)
//{
// effect.Initialize();
//}
}
开发者ID:WCellFR,项目名称:WCellFR,代码行数:59,代码来源:Spell.cs
示例9: CorpseExplosionHandler
public CorpseExplosionHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:remixod,项目名称:netServer,代码行数:4,代码来源:DeathKnightUnholyFixes.cs
示例10: DeathStrikeHealHandler
public DeathStrikeHealHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:remixod,项目名称:netServer,代码行数:4,代码来源:DeathKnightUnholyFixes.cs
示例11: DeathCoilHandler
public DeathCoilHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:remixod,项目名称:netServer,代码行数:4,代码来源:DeathKnightUnholyFixes.cs
示例12: AddBleedWeaponDamageHandler
public AddBleedWeaponDamageHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:primax,项目名称:WCell,代码行数:4,代码来源:DruidFeralCombatFixes.cs
示例13: FerociousBiteHandler
public FerociousBiteHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:primax,项目名称:WCell,代码行数:4,代码来源:DruidFeralCombatFixes.cs
示例14: IncDmgImmunityCount
/// <summary>
/// Adds immunity against given damage-schools
/// </summary>
public void IncDmgImmunityCount(SpellEffect effect)
{
if (m_dmgImmunities == null)
{
m_dmgImmunities = CreateDamageSchoolArr();
}
foreach (var school in effect.MiscBitSet)
{
m_dmgImmunities[(int)school]++;
}
Auras.RemoveWhere(aura =>
aura.Spell.AuraUID != effect.Spell.AuraUID &&
aura.Spell.SchoolMask.HasAnyFlag(effect.Spell.SchoolMask) &&
!aura.Spell.Attributes.HasFlag(SpellAttributes.UnaffectedByInvulnerability));
}
开发者ID:enjoii,项目名称:WCell,代码行数:20,代码来源:Unit.Mechanics.cs
示例15: GetGeneratedThreat
/// <summary>
/// Threat mod in percent
/// </summary>
public virtual int GetGeneratedThreat(int dmg, DamageSchool school, SpellEffect effect)
{
if (m_threatMods == null)
{
return dmg;
}
return dmg + ((dmg * m_threatMods[(int)school]) / 100);
}
开发者ID:enjoii,项目名称:WCell,代码行数:11,代码来源:Unit.Mechanics.cs
示例16: ClearCastingAndPresenceOfMindHandler
public ClearCastingAndPresenceOfMindHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:Zakkgard,项目名称:WCell,代码行数:4,代码来源:MageArcaneFixes.cs
示例17: BurnoutHandler
public BurnoutHandler(SpellCast cast, SpellEffect effect)
: base(cast, effect)
{
}
开发者ID:remixod,项目名称:netServer,代码行数:4,代码来源:MageFireFixes.cs
示例18: HealPercent
/// <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 HealPercent(int value, Unit healer = null, SpellEffect effect = null)
{
Heal((value * MaxHealth + 50) / 100, healer, effect);
}
开发者ID:MeaNone,项目名称:WCell,代码行数:10,代码来源:Unit.cs
示例19: Init2
/// <summary>
/// For all things that depend on info of all spells from first Init-round and other things
/// </summary>
internal void Init2()
{
if (inited)
{
return;
}
inited = true;
IsChanneled = AttributesEx.HasAnyFlag(SpellAttributesEx.Channeled_1 | SpellAttributesEx.Channeled_2) || // don't use Enum.HasFlag!
ChannelInterruptFlags > 0;
IsPassive = (!IsChanneled && Attributes.HasFlag(SpellAttributes.Passive)) ||
// tracking spells are also passive
HasEffectWith(effect => effect.AuraType == AuraType.TrackCreatures) ||
HasEffectWith(effect => effect.AuraType == AuraType.TrackResources) ||
HasEffectWith(effect => effect.AuraType == AuraType.TrackStealthed);
foreach (var effect in Effects)
{
effect.Init2();
if (effect.IsHealEffect)
{
IsHealSpell = true;
}
if (effect.EffectType == SpellEffectType.NormalizedWeaponDamagePlus)
{
IsDualWieldAbility = true;
}
}
InitAura();
if (IsChanneled)
{
if (Durations.Min == 0)
{
Durations.Min = Durations.Max = 1000;
}
foreach (var effect in Effects)
{
if (effect.IsPeriodic)
{
ChannelAmplitude = effect.Amplitude;
break;
}
}
}
IsOnNextStrike = Attributes.HasAnyFlag(SpellAttributes.OnNextMelee | SpellAttributes.OnNextMelee_2); // don't use Enum.HasFlag!
IsRangedAbility = !IsTriggeredSpell &&
(Attributes.HasAnyFlag(SpellAttributes.Ranged) ||
AttributesExC.HasFlag(SpellAttributesExC.ShootRangedWeapon));
IsStrikeSpell = HasEffectWith(effect => effect.IsStrikeEffect);
IsWeaponAbility = IsRangedAbility || IsOnNextStrike || IsStrikeSpell;
DamageIncreasedByAP = DamageIncreasedByAP || (PowerType == PowerType.Rage && SchoolMask == DamageSchoolMask.Physical);
IsFinishingMove =
AttributesEx.HasAnyFlag(SpellAttributesEx.FinishingMove) ||
HasEffectWith(effect => effect.PointsPerComboPoint > 0 && effect.EffectType != SpellEffectType.Dummy);
TotemEffect = GetFirstEffectWith(effect => effect.HasTarget(
ImplicitTargetType.TotemAir, ImplicitTargetType.TotemEarth, ImplicitTargetType.TotemFire, ImplicitTargetType.TotemWater));
// Required Item slot for weapon abilities
if (RequiredItemClass == ItemClass.Armor && RequiredItemSubClassMask == ItemSubClassMask.Shield)
{
EquipmentSlot = EquipmentSlot.OffHand;
}
else
{
EquipmentSlot =
(IsRangedAbility || AttributesExC.HasFlag(SpellAttributesExC.RequiresWand)) ? EquipmentSlot.ExtraWeapon :
(AttributesExC.HasFlag(SpellAttributesExC.RequiresOffHandWeapon) ? EquipmentSlot.OffHand :
(AttributesExC.HasFlag(SpellAttributesExC.RequiresMainHandWeapon) ? EquipmentSlot.MainHand : EquipmentSlot.End));
}
HasIndividualCooldown = CooldownTime > 0 ||
(IsWeaponAbility && !IsOnNextStrike && EquipmentSlot != EquipmentSlot.End);
//IsAoe = HasEffectWith((effect) => {
// if (effect.ImplicitTargetA == ImplicitTargetType.)
// effect.ImplicitTargetA = ImplicitTargetType.None;
// if (effect.ImplicitTargetB == ImplicitTargetType.Unused_EnemiesInAreaChanneledWithExceptions)
// effect.ImplicitTargetB = ImplicitTargetType.None;
// return false;
//});
var profEffect = GetEffect(SpellEffectType.SkillStep);
if (profEffect != null)
{
TeachesApprenticeAbility = profEffect.BasePoints == 0;
}
//.........这里部分代码省略.........
开发者ID:WCellFR,项目名称:WCellFR,代码行数:101,代码来源:Spell.cs
示例20: EnergizePercent
/// <summary>
/// Restores Power and sends the corresponding Packet
/// </summary>
public void EnergizePercent(int value, Unit energizer = null, SpellEffect effect = null)
{
Energize((value * MaxPower + 50) / 100, energizer, effect);
}
开发者ID:MeaNone,项目名称:WCell,代码行数:7,代码来源:Unit.cs
注:本文中的WCell.RealmServer.Spells.SpellEffect类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
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