Beispiel #1
0
        Object ToHitType(String s)
        {
            if (s.Length > 2)
            {
                return(Failure);
            }

            AttackClass aclass = AttackClass.None;
            AttackPower apower = AttackPower.None;

            if (Char.ToUpper(s[0]) == 'N')
            {
                apower = AttackPower.Normal;
            }
            else if (Char.ToUpper(s[0]) == 'H')
            {
                apower = AttackPower.Hyper;
            }
            else if (Char.ToUpper(s[0]) == 'S')
            {
                apower = AttackPower.Special;
            }
            else if (Char.ToUpper(s[0]) == 'A')
            {
                apower = AttackPower.All;
            }
            else
            {
                return(Failure);
            }

            if (s.Length == 1)
            {
                aclass = AttackClass.All;
            }
            else
            {
                if (Char.ToUpper(s[1]) == 'T')
                {
                    aclass = AttackClass.Throw;
                }
                else if (Char.ToUpper(s[1]) == 'P')
                {
                    aclass = AttackClass.Projectile;
                }
                else if (Char.ToUpper(s[1]) == 'A')
                {
                    aclass = AttackClass.Normal;
                }
                else
                {
                    return(Failure);
                }
            }

            return(new Combat.HitType(aclass, apower));
        }
 public void beHit(AttackPower attackPower)
 {
     if ((int)attackPower >= defenceLevel)
     {
         beKill();
     }
     else
     {
         beHurt();
     }
 }
    void initialBoom(float rotateTime)
    {
        float basef = 10;
        //if (rotateTime >= 0.5)
        //    basef = 5;
        //if (rotateTime >= 0.7)
        //    basef = 10;
        //if (rotateTime >= 0.8)
        //    basef = 20;
        //if(rotateTime >= 0.9)
        //    basef = 30;
        //if (rotateTime >= 1)
        //    basef = 50;
        //if (rotateTime >= 1.1)
        //    basef = 70;
        //if (rotateTime >= 1.2)
        //    basef = 90;
        //if (rotateTime >= 1.3)
        //    basef = 110;
        //if (rotateTime >= 1.4)
        //    basef = 130;

        float       booMPower   = rotateTime * rotateTime * basef + 0.2f;
        AttackPower attackPower = AttackPower.pa;

        if (booMPower >= 6.2f)
        {
            attackPower = AttackPower.boom;
            centerController.showNotify("DOOM", Color.red, attackPower);
        }
        else if (booMPower > 3f)
        {
            attackPower = AttackPower.dong;
            centerController.showNotify("Dong", Color.yellow, attackPower);
        }
        else
        {
            attackPower = AttackPower.pa;
            centerController.showNotify("Pa", Color.white, attackPower);
        }



        // Debug.Log("Roteta" + rotateTime * rotateTime *basef+ "velo " );
        GameObject a = Instantiate(BoomEFprefab, armController.getHitPos(), Quaternion.identity);

        a.transform.localScale *= 1 + rotateTime * 2;
        a.GetComponent <BoomEF>().beCreat(attackPower);
        CinemachineCollisionImpulseSource cs = this.GetComponent <CinemachineCollisionImpulseSource>();

        cs.m_ImpulseDefinition.m_AmplitudeGain = booMPower;
        cs.GenerateImpulse();
    }
Beispiel #4
0
    /// <summary>
    /// Launchs the attack.
    /// </summary>
    /// <returns><c>true</c>, if attack was launched, <c>false</c> otherwise.</returns>
    /// <param name="attack">The power of the Attack. 0 -> Quick, 1-> Long</param>
    public bool LaunchAttack(AttackPower attack)
    {
        if (IsBlocking() || attacking)
        {
            return(false);
        }

        currentAttack = attack;
        if (!GetCurrentAttack().Ready())
        {
            return(false);
        }

        attackTimer = GetCurrentAttack().duration;
        attacking   = true;

        // start attack animation

        return(true);
    }
Beispiel #5
0
    public void showHit(string s, Color color, AttackPower attackPower)
    {
        ani         = this.GetComponent <Animator>();
        this.notice = s;
        Text text = this.GetComponentInChildren <Text>();

        text.text  = notice;
        text.color = color;
        switch (attackPower)
        {
        case AttackPower.pa:
            ani.Play("SmallHit");
            break;

        case AttackPower.boom:
            ani.Play("MidHit");
            break;

        case AttackPower.dong:
            ani.Play("MidHit");
            break;
        }
    }
        public override int GetHashCode()
        {
            int hash = 1;

            if (Nickname.Length != 0)
            {
                hash ^= Nickname.GetHashCode();
            }
            if (Level != 0)
            {
                hash ^= Level.GetHashCode();
            }
            if (DistanceWalkedKm != 0F)
            {
                hash ^= pbc::ProtobufEqualityComparers.BitwiseSingleEqualityComparer.GetHashCode(DistanceWalkedKm);
            }
            if (MaxHp != 0L)
            {
                hash ^= MaxHp.GetHashCode();
            }
            if (AttackPower != 0L)
            {
                hash ^= AttackPower.GetHashCode();
            }
            if (PlayerTeamId.Length != 0)
            {
                hash ^= PlayerTeamId.GetHashCode();
            }
            if (ProfessionId.Length != 0)
            {
                hash ^= ProfessionId.GetHashCode();
            }
            if (TitleId.Length != 0)
            {
                hash ^= TitleId.GetHashCode();
            }
            hash ^= unlockedTitleIds_.GetHashCode();
            if (ThemeId.Length != 0)
            {
                hash ^= ThemeId.GetHashCode();
            }
            hash ^= unlockedThemeIds_.GetHashCode();
            if (HouseId.Length != 0)
            {
                hash ^= HouseId.GetHashCode();
            }
            if (wand_ != null)
            {
                hash ^= Wand.GetHashCode();
            }
            hash ^= favoriteBadgeIds_.GetHashCode();
            hash ^= unlockedBadgeIds_.GetHashCode();
            hash ^= favoriteTitleIds_.GetHashCode();
            if (FirstName.Length != 0)
            {
                hash ^= FirstName.GetHashCode();
            }
            if (LastName.Length != 0)
            {
                hash ^= LastName.GetHashCode();
            }
            if (ProfileCreationLocation.Length != 0)
            {
                hash ^= ProfileCreationLocation.GetHashCode();
            }
            hash ^= unlockedSelfieAssetIds_.GetHashCode();
            if (TotalSwishSuccessSpell != 0L)
            {
                hash ^= TotalSwishSuccessSpell.GetHashCode();
            }
            hash ^= discoveredPotionsMasterNoteIds_.GetHashCode();
            if (emailOpts_ != null)
            {
                hash ^= EmailOpts.GetHashCode();
            }
            if (_unknownFields != null)
            {
                hash ^= _unknownFields.GetHashCode();
            }
            return(hash);
        }
Beispiel #7
0
        public string GetStatInfo()
        {
            string info =
                "";

            if (AttackPower != 0)
            {
                info += "Attack Power: " + AttackPower.ToString() + "\n";
            }
            if (PhysicalHaste != 0)
            {
                info += "P. Haste: " + PhysicalHaste.ToString() + "%\n";
            }
            if (PhysicalHitChance != 0)
            {
                info += "P. Hit Chance: " + PhysicalHitChance.ToString() + "%\n";
            }
            if (PhysicalCritChance != 0)
            {
                info += "P. Crit Chance: " + PhysicalCritChance.ToString() + "%\n";
            }
            if (PhysicalCritPower != 0)
            {
                info += "P. Crit Power: " + PhysicalCritPower.ToString() + "\n";
            }
            if (PhysicalReduction != 0)
            {
                info += "P. Reduction: " + PhysicalReduction.ToString() + "%\n";
            }
            if (PhysicalReflection != 0)
            {
                info += "P. Reflection: " + PhysicalReflection.ToString() + "%\n";
            }
            if (PhysicalAvoidance != 0)
            {
                info += "P. Avoidance: " + PhysicalAvoidance.ToString() + "%\n";
            }



            if (SpellPower != 0)
            {
                info += "Spell Power: " + SpellPower.ToString() + "\n";
            }
            if (SpellHaste != 0)
            {
                info += "S. Haste: " + SpellHaste.ToString() + "%\n";
            }
            if (SpellHitChance != 0)
            {
                info += "S. Hit Chance: " + SpellHitChance.ToString() + "%\n";
            }
            if (SpellCritChance != 0)
            {
                info += "S. Crit Chance: " + SpellCritChance.ToString() + "%\n";
            }
            if (SpellCritPower != 0)
            {
                info += "S. Crit Power: " + SpellCritPower.ToString() + "\n";
            }
            if (SpellReduction != 0)
            {
                info += "S. Reduction: " + SpellReduction.ToString() + "%\n";
            }
            if (SpellReflection != 0)
            {
                info += "S. Reflection: " + SpellReflection.ToString() + "%\n";
            }
            if (SpellAvoidance != 0)
            {
                info += "S. Avoidance: " + SpellAvoidance.ToString() + "%\n";
            }

            if (BonusHealth != 0)
            {
                info += "Bonus Health: " + BonusHealth.ToString() + "\n";
            }
            if (BonusMana != 0)
            {
                info += "Bonus Mana: " + BonusMana.ToString() + "\n";
            }

            return(info);
        }
Beispiel #8
0
 public HitType(AttackClass aclass, AttackPower apower)
 {
     m_class = aclass;
     m_power = apower;
 }
Beispiel #9
0
    public void showNotify(string message, Color color, AttackPower attackPower)
    {
        GameObject a = Instantiate(notifierPrefab, this.transform.position, this.transform.rotation);

        a.GetComponent <Notifier>().showHit(message, color, attackPower);
    }
Beispiel #10
0
 public void InitializeAttack(float baseAttack, float attackMultiplierIncrementer, float attackMultiplier, float attackValueToMultiply) => AttackPower             = new AttackPower(baseAttack, attackMultiplierIncrementer, attackMultiplier, attackValueToMultiply, HealthPower);
 public void beCreat(AttackPower attackPower)
 {
     this.attackPower = attackPower;
 }
Beispiel #12
0
		public HitType(AttackClass aclass, AttackPower apower)
		{
			m_class = aclass;
			m_power = apower;
		}
Beispiel #13
0
 public SwordPowerAttribute(SwordPrimaryAttributeSet primary, AttackPower id) : base((int)id)
 {
     m_primary = primary;
 }