public void SetupDamage(
            IAttackerEntity attacker,
            CharacterItem weapon,
            Dictionary <DamageElement, MinMaxFloat> allDamageAmounts,
            CharacterBuff debuff,
            uint hitEffectsId,
            float missileDistance,
            float missileSpeed,
            IDamageableEntity lockingTarget)
        {
            SetupDamage(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
            this.missileDistance    = missileDistance;
            this.missileSpeed.Value = missileSpeed;

            if (missileDistance <= 0 && missileSpeed <= 0)
            {
                // Explode immediately when distance and speed is 0
                Explode();
                NetworkDestroy(destroyDelay);
                destroying = true;
                return;
            }

            LockingTarget   = lockingTarget;
            launchTime      = Time.unscaledTime;
            missileDuration = missileDistance / missileSpeed;
        }
Beispiel #2
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        protected virtual void ApplySkill(Skill skill, short level, bool isLeftHand, CharacterItem weapon, DamageInfo damageInfo, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, bool hasAimPosition, Vector3 aimPosition)
        {
            // Quit function when on apply skill will override default apply skill functionality
            if (skill.OnApplySkill(this, level, isLeftHand, weapon, damageInfo, allDamageAmounts, hasAimPosition, aimPosition))
            {
                return;
            }

            switch (skill.skillType)
            {
            case SkillType.Active:
                ApplySkillBuff(skill, level);
                ApplySkillSummon(skill, level);
                if (skill.skillAttackType != SkillAttackType.None)
                {
                    CharacterBuff debuff = CharacterBuff.Empty;
                    if (skill.isDebuff)
                    {
                        debuff = CharacterBuff.Create(BuffType.SkillDebuff, skill.DataId, level);
                    }
                    // TODO: some skill type will not able to change aim position by controller
                    if (!hasAimPosition && HasAimPosition)
                    {
                        hasAimPosition = true;
                        aimPosition    = AimPosition;
                    }
                    LaunchDamageEntity(isLeftHand, weapon, damageInfo, allDamageAmounts, debuff, skill.hitEffects.Id, hasAimPosition, aimPosition, Vector3.zero);
                }
                break;
            }
        }
 public void CreateCharacterBuff(string characterId, CharacterBuff characterBuff)
 {
     ExecuteNonQuery("INSERT INTO characterbuff (id, characterId, type, dataId, level, buffRemainsDuration) VALUES (@id, @characterId, @type, @dataId, @level, @buffRemainsDuration)",
                     new SqliteParameter("@id", characterId + "_" + characterBuff.type + "_" + characterBuff.dataId),
                     new SqliteParameter("@characterId", characterId),
                     new SqliteParameter("@type", (byte)characterBuff.type),
                     new SqliteParameter("@dataId", characterBuff.dataId),
                     new SqliteParameter("@level", characterBuff.level),
                     new SqliteParameter("@buffRemainsDuration", characterBuff.buffRemainsDuration));
 }
    public static CharacterBuff Create(BuffType type, int dataId, short level = 1)
    {
        CharacterBuff newBuff = new CharacterBuff();

        newBuff.type   = type;
        newBuff.dataId = dataId;
        newBuff.level  = level;
        newBuff.buffRemainsDuration = 0f;
        return(newBuff);
    }
    public void GetObjectData(System.Object obj,
                              SerializationInfo info, StreamingContext context)
    {
        CharacterBuff data = (CharacterBuff)obj;

        info.AddValue("type", (byte)data.type);
        info.AddValue("dataId", data.dataId);
        info.AddValue("level", data.level);
        info.AddValue("buffRemainsDuration", data.buffRemainsDuration);
    }
Beispiel #6
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    public void PushMessagePosition(Transform attach_transform, ICreature creature, string message, eBuffColorType color_type, eTextPushType push_type, float add_position = 0f)
    {
        if (creature.IsShowText == false)
        {
            return;
        }

        TextAnimation ta = Message.Push(attach_transform, creature.TextOffset, message, push_type, 1f, add_position);

        ta.Text.color = CharacterBuff.GetColor(color_type);
    }
 public virtual void SetupDamage(
     IAttackerEntity attacker,
     CharacterItem weapon,
     Dictionary <DamageElement, MinMaxFloat> allDamageAmounts,
     CharacterBuff debuff,
     uint hitEffectsId)
 {
     this.attacker         = attacker;
     this.weapon           = weapon;
     this.allDamageAmounts = allDamageAmounts;
     this.debuff           = debuff;
     this.hitEffectsId     = hitEffectsId;
 }
Beispiel #8
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    public void PushMessage(ICreature creature, string message, eBuffColorType color_type, eTextPushType push_type, float add_position = 0f)
    {
        if (creature.IsShowText == false)
        {
            return;
        }

        Transform     attach_transform = creature.Character.transform;
        float         scale            = attach_transform.GetComponent <Character>().Creature.Scale;
        TextAnimation ta = Message.Push(attach_transform, creature.TextOffset, message, push_type, scale, add_position);

        ta.Text.color = CharacterBuff.GetColor(color_type);
    }
    public System.Object SetObjectData(System.Object obj,
                                       SerializationInfo info, StreamingContext context,
                                       ISurrogateSelector selector)
    {
        CharacterBuff data = (CharacterBuff)obj;

        data.type   = (BuffType)info.GetByte("type");
        data.dataId = info.GetInt32("dataId");
        data.level  = info.GetInt16("level");
        data.buffRemainsDuration = info.GetSingle("buffRemainsDuration");
        obj = data;
        return(obj);
    }
Beispiel #10
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 private bool ReadCharacterBuff(SqliteDataReader reader, out CharacterBuff result)
 {
     if (reader.Read())
     {
         result        = new CharacterBuff();
         result.type   = (BuffType)reader.GetByte(0);
         result.dataId = reader.GetInt32(1);
         result.level  = reader.GetInt16(2);
         result.buffRemainsDuration = reader.GetFloat(3);
         return(true);
     }
     result = CharacterBuff.Empty;
     return(false);
 }
 private bool ReadCharacterBuff(MySqlDataReader reader, out CharacterBuff result)
 {
     if (reader.Read())
     {
         result = new CharacterBuff();
         result.id = GenericUtils.GetUniqueId();
         result.type = (BuffType)reader.GetByte(0);
         result.dataId = reader.GetInt32(1);
         result.level = reader.GetInt16(2);
         result.buffRemainsDuration = reader.GetFloat(3);
         return true;
     }
     result = CharacterBuff.Empty;
     return false;
 }
Beispiel #12
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            protected Character(string id, GameObject gameObject)
            {
                this.id         = id;
                isDisposed      = false;
                m_gameObject    = gameObject;
                m_transform     = gameObject.transform;
                m_helpTransform = m_transform.Find("help_hp");
                hashID          = gameObject.GetHashCode().ToString();
                gameObject.name = hashID;
                config          = Configs.characterConfig.GetCharacterConfig(id);

                m_center = new CharacterCenter();
                m_move   = new CharacterMove(transform);
                m_buff   = new CharacterBuff(center);
                m_audio  = new CharacterAduio(gameObject.AddComponent <AudioSource>());
            } // end Character
Beispiel #13
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        private bool ReadCharacterBuff(MySQLRowsReader reader, out CharacterBuff result, bool resetReader = true)
        {
            if (resetReader)
            {
                reader.ResetReader();
            }

            if (reader.Read())
            {
                result        = new CharacterBuff();
                result.type   = (BuffType)reader.GetSByte("type");
                result.dataId = reader.GetInt32("dataId");
                result.level  = (short)reader.GetInt32("level");
                result.buffRemainsDuration = reader.GetFloat("buffRemainsDuration");
                return(true);
            }
            result = CharacterBuff.Empty;
            return(false);
        }
Beispiel #14
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    void SortBuffs(CharacterBuff character_buff)
    {
        float   Gap = 26f;
        Vector3 pos = Vector3.zero;

        for (int i = 0, index = 0; i < BuffIndicator.transform.childCount; ++i)
        {
            var go = BuffIndicator.transform.GetChild(i).gameObject;

            if (go.activeSelf && (character_buff == null || go != character_buff.gameObject))
            {
                pos.x = (index % 3) * Gap;
                pos.y = (index / 3) * Gap;
                go.transform.localPosition = pos;

                ++index;
            }
        }
    }
Beispiel #15
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    public void SetupDamage(
        BaseCharacterEntity attacker,
        Dictionary <DamageElement, MinMaxFloat> allDamageAmounts,
        CharacterBuff debuff,
        int hitEffectsId,
        float missileDistance,
        float missileSpeed)
    {
        SetupDamage(attacker, allDamageAmounts, debuff, hitEffectsId);
        this.missileDistance    = missileDistance;
        this.missileSpeed.Value = missileSpeed;

        if (missileDistance > 0 && missileSpeed > 0)
        {
            NetworkDestroy(missileDistance / missileSpeed);
        }
        else
        {
            NetworkDestroy();
        }
    }
Beispiel #16
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        public void SetupDamage(
            IAttackerEntity attacker,
            CharacterItem weapon,
            Dictionary <DamageElement, MinMaxFloat> allDamageAmounts,
            CharacterBuff debuff,
            uint hitEffectsId,
            float missileDistance,
            float missileSpeed,
            IDamageableEntity lockingTarget)
        {
            SetupDamage(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
            this.missileDistance    = missileDistance;
            this.missileSpeed.Value = missileSpeed;

            if (missileDistance <= 0 && missileSpeed <= 0)
            {
                NetworkDestroy();
                return;
            }

            LockingTarget = lockingTarget;
            NetworkDestroy(missileDistance / missileSpeed);
        }
 public virtual void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
 {
     if (!IsServer || IsDead())
     {
         return;
     }
     if (onReceiveDamage != null)
     {
         onReceiveDamage.Invoke(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
     }
 }
Beispiel #18
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 public void CreateCharacterBuff(MySqlConnection connection, MySqlTransaction transaction, string characterId, CharacterBuff characterBuff)
 {
     ExecuteNonQuery(connection, transaction, "INSERT INTO characterbuff (id, characterId, type, dataId, level, buffRemainsDuration) VALUES (@id, @characterId, @type, @dataId, @level, @buffRemainsDuration)",
                     new MySqlParameter("@id", characterId + "_" + characterBuff.type + "_" + characterBuff.dataId),
                     new MySqlParameter("@characterId", characterId),
                     new MySqlParameter("@type", (byte)characterBuff.type),
                     new MySqlParameter("@dataId", characterBuff.dataId),
                     new MySqlParameter("@level", characterBuff.level),
                     new MySqlParameter("@buffRemainsDuration", characterBuff.buffRemainsDuration));
 }
        public override void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
        {
            if (!IsServer || IsDead() || weapon == null)
            {
                return;
            }

            base.ReceiveDamage(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
            BaseCharacterEntity attackerCharacter = attacker as BaseCharacterEntity;

            // Play hit effect
            if (hitEffectsId == 0)
            {
                hitEffectsId = gameInstance.DefaultHitEffects.Id;
            }
            if (hitEffectsId > 0)
            {
                RequestPlayEffect(hitEffectsId);
            }
            // Apply damages
            int  totalDamage = 0;
            Item weaponItem  = weapon.GetWeaponItem();
            HarvestEffectiveness harvestEffectiveness;
            WeightedRandomizer <ItemDropByWeight> itemRandomizer;

            if (harvestable.CacheHarvestEffectivenesses.TryGetValue(weaponItem.weaponType, out harvestEffectiveness) &&
                harvestable.CacheHarvestItems.TryGetValue(weaponItem.weaponType, out itemRandomizer))
            {
                totalDamage = (int)(weaponItem.harvestDamageAmount.GetAmount(weapon.level).Random() * harvestEffectiveness.damageEffectiveness);
                ItemDropByWeight receivingItem = itemRandomizer.TakeOne();
                int   dataId           = receivingItem.item.DataId;
                short amount           = (short)(receivingItem.amountPerDamage * totalDamage);
                bool  droppingToGround = collectType == HarvestableCollectType.DropToGround;
                if (attackerCharacter.IncreasingItemsWillOverwhelming(dataId, amount))
                {
                    droppingToGround = true;
                }
                if (!droppingToGround)
                {
                    attackerCharacter.IncreaseItems(CharacterItem.Create(dataId, 1, amount));
                }
                else
                {
                    ItemDropEntity.DropItem(this, CharacterItem.Create(dataId, 1, amount), new uint[0]);
                }
            }
            CurrentHp -= totalDamage;
            ReceivedDamage(attackerCharacter, CombatAmountType.NormalDamage, totalDamage);

            if (IsDead())
            {
                CurrentHp = 0;
                CallNetFunction(NetFuncOnHarvestableDestroy, FunctionReceivers.All);
                DestroyAndRespawn();
            }
        }
 public void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
 {
     buildingEntity.ReceiveDamage(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
 }
Beispiel #21
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 protected void DevExtReceiveDamageDemo(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
 {
     if (writeAddonLog)
     {
         Debug.Log("[" + name + "] MonsterCharacterEntity.ReceiveDamage("
                   + attacker.gameObject.name + ", " + weapon + ", " + allDamageAmounts.Count + ", " + debuff + ", " + hitEffectsId + ")");
     }
 }
Beispiel #22
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 public void AddBuff(CharacterBuff character_buff)
 {
     character_buff.transform.SetParent(BuffIndicator.transform, false);
     SortBuffs(null);
 }
Beispiel #23
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 public void RemoveBuff(CharacterBuff character_buff)
 {
     SortBuffs(character_buff);
 }
        public override void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
        {
            if (!IsServer || IsDead() || !CanReceiveDamageFrom(attacker))
            {
                return;
            }

            base.ReceiveDamage(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
            var attackerCharacter = attacker as BaseCharacterEntity;

            // If character is not dead, try to attack
            if (!IsDead())
            {
                BaseCharacterEntity targetEntity;
                if (!TryGetTargetEntity(out targetEntity))
                {
                    // If no target enemy, set target enemy as attacker
                    SetAttackTarget(attackerCharacter);
                }
                else if (attackerCharacter != targetEntity && Random.value > 0.5f)
                {
                    // Random 50% to change target when receive damage from anyone
                    SetAttackTarget(attackerCharacter);
                }
            }
        }
 public virtual void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
 {
     if (!IsServer || IsDead())
     {
         return;
     }
     this.InvokeInstanceDevExtMethods("ReceiveDamage", attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
 }
Beispiel #26
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 public static bool IsEmpty(this CharacterBuff data)
 {
     return(data == null || data.Equals(CharacterBuff.Empty));
 }
 public override void ReceiveDamage(BaseCharacterEntity attacker, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, int hitEffectsId)
 {
     // Damage calculations apply at server only
     if (!IsServer || CurrentHp <= 0)
     {
         return;
     }
     base.ReceiveDamage(attacker, allDamageAmounts, debuff, hitEffectsId);
     // If no attacker, skip next logics
     if (attacker == null || !IsEnemy(attacker))
     {
         return;
     }
     // If character isn't dead
     // If character is not dead, try to attack
     if (CurrentHp > 0)
     {
         var gameInstance = GameInstance.Singleton;
         // If no target enemy and current target is character, try to attack
         BaseCharacterEntity targetEntity;
         if (!TryGetTargetEntity(out targetEntity))
         {
             SetAttackTarget(attacker);
             // If it's assist character call another character for assist
             if (MonsterDatabase.characteristic == MonsterCharacteristic.Assist)
             {
                 var foundObjects = new List <Collider>(Physics.OverlapSphere(CacheTransform.position, MonsterDatabase.visualRange, gameInstance.characterLayer.Mask));
                 foreach (var foundObject in foundObjects)
                 {
                     var monsterCharacterEntity = foundObject.GetComponent <MonsterCharacterEntity>();
                     if (monsterCharacterEntity != null && IsAlly(monsterCharacterEntity))
                     {
                         monsterCharacterEntity.SetAttackTarget(attacker);
                     }
                 }
             }
         }
         else if (attacker != targetEntity && Random.value >= 0.5f)
         {
             // Random 50% to change target when receive damage from anyone
             SetAttackTarget(attacker);
         }
     }
 }
Beispiel #28
0
    public static T DeserializeCharacterData <T>(this T characterData, NetDataReader reader) where T : IPlayerCharacterData
    {
        var tempCharacterData = new PlayerCharacterData();

        tempCharacterData.Id              = reader.GetString();
        tempCharacterData.DataId          = reader.GetInt();
        tempCharacterData.EntityId        = reader.GetInt();
        tempCharacterData.CharacterName   = reader.GetString();
        tempCharacterData.Level           = reader.GetShort();
        tempCharacterData.Exp             = reader.GetInt();
        tempCharacterData.CurrentHp       = reader.GetInt();
        tempCharacterData.CurrentMp       = reader.GetInt();
        tempCharacterData.CurrentStamina  = reader.GetInt();
        tempCharacterData.CurrentFood     = reader.GetInt();
        tempCharacterData.CurrentWater    = reader.GetInt();
        tempCharacterData.StatPoint       = reader.GetShort();
        tempCharacterData.SkillPoint      = reader.GetShort();
        tempCharacterData.Gold            = reader.GetInt();
        tempCharacterData.PartyId         = reader.GetInt();
        tempCharacterData.GuildId         = reader.GetInt();
        tempCharacterData.GuildRole       = reader.GetByte();
        tempCharacterData.SharedGuildExp  = reader.GetInt();
        tempCharacterData.CurrentMapName  = reader.GetString();
        tempCharacterData.CurrentPosition = new Vector3(reader.GetFloat(), reader.GetFloat(), reader.GetFloat());
        tempCharacterData.RespawnMapName  = reader.GetString();
        tempCharacterData.RespawnPosition = new Vector3(reader.GetFloat(), reader.GetFloat(), reader.GetFloat());
        tempCharacterData.LastUpdate      = reader.GetInt();
        int count = 0;

        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterAttribute();
            entry.Deserialize(reader);
            tempCharacterData.Attributes.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterBuff();
            entry.Deserialize(reader);
            tempCharacterData.Buffs.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterSkill();
            entry.Deserialize(reader);
            tempCharacterData.Skills.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterSkillUsage();
            entry.Deserialize(reader);
            tempCharacterData.SkillUsages.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterSummon();
            entry.Deserialize(reader);
            tempCharacterData.Summons.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterItem();
            entry.Deserialize(reader);
            tempCharacterData.EquipItems.Add(entry);
        }
        count = reader.GetShort();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterItem();
            entry.Deserialize(reader);
            tempCharacterData.NonEquipItems.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterHotkey();
            entry.Deserialize(reader);
            tempCharacterData.Hotkeys.Add(entry);
        }
        count = reader.GetByte();
        for (var i = 0; i < count; ++i)
        {
            var entry = new CharacterQuest();
            entry.Deserialize(reader);
            tempCharacterData.Quests.Add(entry);
        }
        var equipWeapons = new EquipWeapons();

        equipWeapons.Deserialize(reader);
        tempCharacterData.EquipWeapons = equipWeapons;
        DevExtUtils.InvokeStaticDevExtMethods(ClassType, "DeserializeCharacterData", characterData, reader);

        tempCharacterData.ValidateCharacterData();
        tempCharacterData.CloneTo(characterData);
        return(characterData);
    }
        public void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
        {
            List <DamageElement> keys = new List <DamageElement>(allDamageAmounts.Keys);

            foreach (DamageElement key in keys)
            {
                allDamageAmounts[key] = allDamageAmounts[key] * damageRate;
            }
            characterEntity.ReceiveDamageFunction(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
        }
Beispiel #30
0
        public override void ReceiveDamage(IAttackerEntity attacker, CharacterItem weapon, Dictionary <DamageElement, MinMaxFloat> allDamageAmounts, CharacterBuff debuff, uint hitEffectsId)
        {
            if (!IsServer || IsDead())
            {
                return;
            }

            base.ReceiveDamage(attacker, weapon, allDamageAmounts, debuff, hitEffectsId);
            // TODO: Reduce current hp
        }