/// <summary>
 /// 当たり判定:複数マスクあり バフあり
 /// </summary>
 /// <param name="collision"></param>
 /// <param name="time"></param>
 /// <param name="tags"></param>
 public HitBoxBase(BoundingSphere collision, int time, List <string> tags, Buff.buff buff)
 {
     this.collision = collision;
     this.time      = time;
     this.mask      = tags;
     this.buff      = buff;
 }
 /// <summary>
 /// 当たり判定:単体マスクあり バフあり
 /// </summary>
 /// <param name="collision"></param>
 /// <param name="time"></param>
 /// <param name="tag"></param>
 public HitBoxBase(BoundingSphere collision, int time, string tag, Buff.buff buff)
 {
     this.collision = collision;
     this.time      = time;
     mask           = new List <string>();
     mask.Add(tag);
     this.buff = buff;
 }
 public AttackBase(float size, string textureName, Buff.buff buffType, string seName, float startRange, CharacterManager characterManager)
 {
     this.characterManager = characterManager;
     this.textureName      = textureName;
     this.buffType         = buffType;
     this.size             = size;
     this.seName           = seName;
     this.startRange       = startRange;
 }
        public void Initialize(CharacterManager characterManager)
        {
            attackFilename = @"Content/" + "AttackCSV/Attack.csv";
            FileStream   fs = new FileStream(attackFilename, FileMode.Open);
            StreamReader sr = new StreamReader(fs, Encoding.GetEncoding("shift_jis"));

            //ごみ捨て
            sr.ReadLine();

            while (!sr.EndOfStream)
            {
                var      line = sr.ReadLine();
                string[] data = line.Split(new char[] { ',', ' ' }, StringSplitOptions.RemoveEmptyEntries);

                int       id         = int.Parse(data[0]);
                string    name       = data[1];
                float     size       = float.Parse(data[2]);
                string    texName    = data[3];
                Buff.buff buff       = (Buff.buff)Enum.Parse(typeof(Buff.buff), data[4]);
                string    attackType = data[5];
                string    seName     = data[6];
                float     startRange = float.Parse(data[7]);

                if (attackType == "Melee")
                {
                    attacks.Add(id, new MeleeAttack(size, texName, buff, seName, startRange, characterManager));
                    continue;
                }
                if (attackType == "Ranged")
                {
                    attacks.Add(id, new RangeAttack(size, texName, buff, seName, startRange, characterManager));
                    continue;
                }
                if (attackType == "Three")
                {
                    attacks.Add(id, new ThreeRangedAttack(size, texName, buff, seName, startRange, characterManager));
                    continue;
                }
            }
        }
 public MoveDamageBox(BoundingSphere collision, int time, string tag, int attack, Vector3 angle, Buff.buff buff)
     : base(collision, time, tag, buff)
 {
     this.attack = attack;
     this.angle  = angle;
 }
Beispiel #6
0
 public RangeAttack(float size, string textureName, Buff.buff buffType, string seName, float startRange, CharacterManager characterManager, CharacterBase actor, ParticleManager particle)
     : base(size, textureName, buffType, seName, startRange, characterManager, actor, particle)
 {
 }
Beispiel #7
0
 public RangeAttack(float size, string textureName, Buff.buff buffType, string seName, float startRange, CharacterManager characterManager)
     : base(size, textureName, buffType, seName, startRange, characterManager)
 {
 }
 public DamageBox(BoundingSphere collision, int time, List <string> tags, int attack, Vector3 angle, Buff.buff buff)
     : base(collision, time, tags, buff)
 {
     this.attack = attack;
     this.angle  = angle;
 }
 /// <summary>
 /// 当たり判定:マスク無し バフあり
 /// </summary>
 /// <param name="collision"></param>
 /// <param name="time"></param>
 public HitBoxBase(BoundingSphere collision, int time, Buff.buff buff)
 {
     this.collision = collision;
     this.time      = time;
     this.buff      = buff;
 }