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IStage.cs
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using System.Collections;
using System.Collections.Generic;
using Nekoyume.Model.BattleStatus;
using Nekoyume.Model.Item;
using Nekoyume.TableData.AdventureBoss;
namespace Nekoyume.Model
{
public interface IStage
{
IEnumerator CoSpawnPlayer(Player character);
IEnumerator CoSpawnEnemyPlayer(EnemyPlayer character);
#region Skill
IEnumerator CoNormalAttack(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoBlowAttack(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoDoubleAttack(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoDoubleAttackWithCombo(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoAreaAttack(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoBuffRemovalAttack(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoHeal(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoBuff(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
IEnumerator CoTickDamage(CharacterBase affectedCharacter, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos);
IEnumerator CoShatterStrike(CharacterBase caster, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
#endregion
IEnumerator CoRemoveBuffs(CharacterBase caster);
IEnumerator CoDropBox(List<ItemBase> items);
IEnumerator CoGetReward(List<ItemBase> rewards);
IEnumerator CoSpawnWave(int waveNumber, int waveTurn, List<Enemy> enemies, bool hasBoss);
IEnumerator CoGetExp(long exp);
IEnumerator CoWaveTurnEnd(int turnNumber, int waveTurn);
IEnumerator CoDead(CharacterBase character);
IEnumerator CoCustomEvent(CharacterBase character, EventBase eventBase);
#region AdvetureBoss
IEnumerator CoBreakthrough(CharacterBase character, int floorId, List<AdventureBossFloorWaveSheet.MonsterData> monsters);
IEnumerator CoStageBuff(CharacterBase affected, int skillId, IEnumerable<BattleStatus.Skill.SkillInfo> skillInfos, IEnumerable<BattleStatus.Skill.SkillInfo> buffInfos);
#endregion
}
}