3 using Microsoft.Xna.Framework;
7 internal sealed
class CharacterAbilityApplyStatusEffectToNonHumans : CharacterAbilityApplyStatusEffects
9 private readonly
float maxDistance;
11 public CharacterAbilityApplyStatusEffectToNonHumans(CharacterAbilityGroup characterAbilityGroup, ContentXElement abilityElement) : base(characterAbilityGroup, abilityElement)
13 maxDistance = abilityElement.GetAttributeFloat(
"maxdistance",
float.MaxValue);
16 protected override void ApplyEffect()
20 if (character.IsHuman) {
continue; }
22 if (maxDistance <
float.MaxValue)
24 if (Vector2.DistanceSquared(character.WorldPosition,
Character.
WorldPosition) > maxDistance * maxDistance) {
continue; }
30 protected override void ApplyEffect(AbilityObject abilityObject)
void ApplyEffectSpecific(Character targetCharacter, Limb targetLimb=null)
static readonly List< Character > CharacterList
virtual Vector2 WorldPosition