Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
54 lines
1.4 KiB
C#
54 lines
1.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class AIDamageClippingInfo : AIBarrierInfoBase
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{
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public override AIBarrierType BarrierType => AIBarrierType.DamageClipping;
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public int ClippingRange { get; protected set; } = 9999;
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public AIDamageClippingInfo(int amount, int range, AIDamageType damageType, AIBarrierStopTiming stopTiming)
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: base(amount, damageType, stopTiming)
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{
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ClippingRange = range;
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UpdateHash();
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}
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public AIDamageClippingInfo(int amount, int range, AIDamageType damageType, List<AIBarrierStopTiming> stopTimingList)
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: base(amount, damageType, stopTimingList)
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{
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ClippingRange = range;
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UpdateHash();
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}
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public override AIBarrierInfoBase Clone()
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{
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return new AIDamageClippingInfo(base.BarrierAmount, ClippingRange, base.DamageType, base.StopTimingList);
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}
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public override bool IsShield()
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{
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if (ClippingRange == 9999)
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{
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return base.BarrierAmount <= 0;
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}
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return false;
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}
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protected override int CalcDamage(AIVirtualCard owner, int damage)
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{
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if (damage > ClippingRange)
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{
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return damage;
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}
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return Mathf.Min(damage, base.BarrierAmount);
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}
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protected override void UpdateHash()
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{
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base.Hash = AIBarrierSimulationUtility.CalculateDamageClipInfoHash(base.DamageType, BarrierType, base.StopTimingList, base.BarrierAmount, ClippingRange);
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}
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}
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