Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/AbilityObjects.cs
T
2021-09-03 21:56:31 +09:00

86 lines
2.4 KiB
C#

using System.Collections.Generic;
namespace Barotrauma.Abilities
{
class AbilityValue : IAbilityValue
{
public AbilityValue(float value)
{
Value = value;
}
public float Value { get; set; }
}
class AbilityValueItem : IAbilityValue, IAbilityItemPrefab
{
public AbilityValueItem(float value, ItemPrefab itemPrefab)
{
Value = value;
ItemPrefab = itemPrefab;
}
public float Value { get; set; }
public ItemPrefab ItemPrefab { get; set; }
}
class AbilityValueString : IAbilityValue, IAbilityString
{
public AbilityValueString(float value, string abilityString)
{
Value = value;
String = abilityString;
}
public float Value { get; set; }
public string String { get; set; }
}
class AbilityStringCharacter : IAbilityCharacter, IAbilityString
{
public AbilityStringCharacter(string abilityString, Character character)
{
String = abilityString;
Character = character;
}
public Character Character { get; set; }
public string String { get; set; }
}
class AbilityValueAffliction : IAbilityValue, IAbilityAffliction
{
public AbilityValueAffliction(float value, Affliction affliction)
{
Value = value;
Affliction = affliction;
}
public float Value { get; set; }
public Affliction Affliction { get; set; }
}
class AbilityValueMission : IAbilityValue, IAbilityMission
{
public AbilityValueMission(float value, Mission mission)
{
Value = value;
Mission = mission;
}
public float Value { get; set; }
public Mission Mission { get; set; }
}
class AbilityAttackData : IAbilityCharacter
{
public float DamageMultiplier { get; set; } = 1f;
public float AddedPenetration { get; set; } = 0f;
public List<Affliction> Afflictions { get; set; }
public Attack SourceAttack { get; }
public Character Character { get; set; }
public Character Attacker { get; set; }
public AbilityAttackData(Attack sourceAttack, Character character)
{
SourceAttack = sourceAttack;
Character = character;
}
}
}