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| name: Build Bramble Royale | |
| # https://docs.github.com/en/actions/using-workflows/events-that-trigger-workflows#workflow_dispatch | |
| on: [workflow_dispatch] | |
| jobs: | |
| build: | |
| name: Build Windows | |
| runs-on: ubuntu-latest | |
| outputs: |
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| using UnityEngine; | |
| using System.Collections; | |
| using System; | |
| using System.Runtime.Serialization; | |
| [Serializable] | |
| public class BaseEffect { | |
| [NonSerialized] | |
| public Unit AttachedUnit; |
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| [Serializable] | |
| public class ZapEffect : BaseEffect { | |
| private int[] _damagePerCharge = new int[] { 1, 2, 3 }; | |
| public override void Apply() | |
| { | |
| int multiplier = (Ability as Spell).Charges.Percentage == 1 ? 2 : 1; | |
| int damage = _damagePerCharge[Ability.Level] * (Ability as Spell).Charges.Current * multiplier; | |
| BattleApp.Instance.ResolveDamage(damage, BattleApp.Instance.CurrentPlayer, BattleApp.Instance.CurrentTarget, DamageType.Wind); |
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| void test(String s) { | |
| int i = 0; | |
| i++; | |
| } |