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Ability_List.cs
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272 lines (235 loc) · 7.31 KB
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using UnityEngine;
using System.Collections;
public enum status { STUN, POISON, BURN, BLOCK, ATTACKUP, DEFUP, ATTACKDOWN, DEFDOWN, FINE };
public class Ability_List : MonoBehaviour {
public int damage;
public int mana = 0;
public bool all;
public bool heal;
public GameObject[] abilityList;
public GameObject abilityParticle = null;
status condition = status.FINE;
// Use this for initialization
void Start () {
all = false;
}
// Update is called once per frame
void Update () {
}
public int getAbility(string ability,int level)
{
switch (ability)
{
case "":
damage = 0;
mana = 0;
condition = status.FINE;
break;
//////////////////////////*Dragons*///////////////////////////////
case "Fire":
all = false;
heal = false;
damage = 10 * level;
mana = 10;
condition = status.BURN;
abilityParticle = abilityList[0];
break;
case "Fire breath":
all = false;
heal = false;
damage = 20 * level;
mana = 20;
condition = status.BURN;
abilityParticle = abilityList[1];
break;
case "Ice breath":
all = false;
heal = false;
damage = 20 * level;
mana = 20;
condition = status.STUN;
abilityParticle = abilityList[3];
break;
case "Ice":
all = false;
heal = false;
damage = 10 * level;
mana = 10;
condition = status.STUN;
abilityParticle = abilityList[2];
break;
case "Thunder breath":
all = false;
heal = false;
damage = 20 * level;
mana = 20;
abilityParticle = abilityList[4];
break;
case "Thunder":
all = false;
heal = false;
damage = 10 * level;
mana = 10;
abilityParticle = abilityList[4];
break;
case "Firestorm":
all = true;
heal = false;
damage = 20 * level;
mana = 20;
condition = status.BURN;
abilityParticle = abilityList[5];
break;
case "Thunderstorm":
all = true;
heal = false;
damage = 20 * level;
mana = 20;
abilityParticle = abilityList[7];
break;
case "Icestorm":
all = true;
heal = false;
damage = 20 * level;
mana = 20;
condition = status.STUN;
abilityParticle = abilityList[6];
break;
case "Dragon Claw":
all = false;
heal = false;
damage = 10 * level;
mana = 5;
break;
case "Dragon Scales":
all = false;
heal = false;
damage = 0;
mana = 20;
condition = status.DEFUP;
break;
case "Earthquake":
all = true;
heal = false;
damage = 10 * level;
mana = 20;
condition = status.STUN;
break;
case "Earthen Breath":
all = false;
heal = false;
damage = 20 * level;
mana = 10;
break;
case "Cauterize":
all = false;
heal = true;
damage = 5 * level;
mana = 10;
abilityParticle = abilityList[9];
break;
case "Tail Swipe":
all = false;
heal = false;
damage = 20 * level;
mana = 10;
condition = status.DEFDOWN;
break;
case "Cataclysm":
all = true;
heal = false;
damage = 100 * level;
mana = 50;
condition = status.BURN;
break;
//////////////////////////*Warrior*///////////////////////////////
case "Shield Bash":
all = false;
heal = false;
damage = 20 * level;
mana = 10;
condition = status.STUN;
break;
case "Shield Block":
all = false;
heal = false;
damage = 0;
mana = 20;
condition = status.BLOCK;
break;
case "First Aid":
all = false;
heal = true;
damage = 5 * level;
mana = 10;
abilityParticle = abilityList[9];
break;
case "Earthen Dragon's Defence":
all = true;
heal = false;
damage = 50 * level;
mana = 30;
condition = status.DEFUP;
break;
//////////////////////////*Fighter*///////////////////////////////
case "Mortal Strike":
all = false;
heal = false;
damage = 20 * level;
mana = 10;
condition = status.ATTACKDOWN;
break;
case "Impale":
all = false;
heal = false;
damage = 30 * level;
mana = 20;
condition = status.BURN;
break;
case "Attack Buff":
all = true;
heal = false;
damage = 0;
mana = 10;
condition = status.ATTACKUP;
break;
case "Red Dragon's Fist":
all = false;
heal = false;
damage = 50 * level;
mana = 30;
condition = status.BURN;
break;
//////////////////////////*Healer*///////////////////////////////
case "Heal":
all = false;
heal = true;
damage = 10 * level;
mana = 10;
abilityParticle = abilityList[9];
break;
case "Holy Fire":
all = false;
heal = false;
damage = 20 * level;
mana = 20;
condition = status.BURN;
break;
case "Protection Buff":
all = true;
heal = false;
damage = 0;
mana = 10;
condition = status.DEFUP;
break;
case "Jade Dragon's Breath":
all = true;
heal = true;
damage = 50 * level;
mana = 30;
abilityParticle = abilityList[10];
break;
}
return damage;
}
}