Beispiel #1
0
    public void UseItemSkill(int itemId, GameSkill skill)
    {
        for (int i = 0; i < mSkillProgressBarList.Count; i++)
        {
            if (mSkillProgressBarList[i].mItemId == itemId)
            {
                return;
            }
        }

        for (int i = 0; i < mSkillProgressBarList.Count; i++)
        {
            if (mSkillProgressBarList[i].SkillEnable == false)
            {
                mSkillProgressBarList[i].SetItemSkill(itemId, skill.mSkillType);
                break;
            }
        }

        //var obj = Instantiate(Resources.Load("Prefab/UISkillProgressBar"), SkillProgressStartPos) as GameObject;
        //var progressBar = obj.GetComponent<UISkillProgressBar>();
        //progressBar.SetItemSkill(itemId, skill.mSkillType);
        ////progressBar.gameObject.transform.localPosition = new Vector3(0, mSkillProgressBarList.Count * 80);
        //mSkillProgressBarList.Add(progressBar);

        UpdateSkillProgressBar();
    }
Beispiel #2
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 public override void PlusSameSkill(GameSkill data)
 {
     if (mCount <= ConfigData.Instance.MAX_USE_SHIELD_ITEM)
     {
         mCount += data.mCount;
     }
 }
Beispiel #3
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        public GameOptions()
        {
            gameVersion = GameVersion.Version109;
            gameMode    = GameMode.Commercial;
            missionPack = MissionPack.Doom2;

            players = new Player[Player.MaxPlayerCount];
            for (var i = 0; i < Player.MaxPlayerCount; i++)
            {
                players[i] = new Player(i);
            }
            players[0].InGame = true;
            consolePlayer     = 0;

            episode = 1;
            map     = 1;
            skill   = GameSkill.Medium;

            demoPlayback = false;
            netGame      = false;

            deathmatch      = 0;
            fastMonsters    = false;
            respawnMonsters = false;
            noMonsters      = false;

            intermissionInfo = new IntermissionInfo();

            random = new DoomRandom();

            video     = NullVideo.GetInstance();
            sound     = NullSound.GetInstance();
            music     = NullMusic.GetInstance();
            userInput = NullUserInput.GetInstance();
        }
Beispiel #4
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 /// <summary>
 /// Start a new game.
 /// Can be called by the startup code or the menu task.
 /// </summary>
 public void DeferedInitNew(GameSkill skill, int episode, int map)
 {
     this.options.Skill   = skill;
     this.options.Episode = episode;
     this.options.Map     = map;
     this.gameAction      = GameAction.NewGame;
 }
Beispiel #5
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    public void AddSkill(EntityModel skillMode, int posX, int posY)
    {
        var s = new GameSkill(skillMode);

        s.SetPos(posX, posY);
        _skills.Add(s);
    }
    void Start()
    {
        if (tag == GameManager.PlayerTagName)
        {
            autoSkill = false;
        }
        else
        {
            autoSkill = true;
        }

        _timerAnim          = 0;
        curSkillIndexSelect = -1;
        ActionHandle        = Action_2;
        sendingSkill        = false;
        InitHealthBar();
        hp = maxhp;
        ConfigAnimation();

        if (isConnectedServer())
        {
            if (role.RoleSkills.Count > 0)
            {
                //set current skill = deafult skill
                GameSkill curSkill = role.RoleSkills[0].GameSkill;

                distanceAction = curSkill.CastRange;
            }
        }

        audio = gameObject.AddComponent <AudioSource>();
    }
Beispiel #7
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    public void setData(GameBattleUnit unit)
    {
        description.text = "";

        selection = GameDefine.INVALID_ID;

        for (int i = 0; i < GameDefine.MAX_SLOT; i++)
        {
            slots[i].clear();

            if (unit.Skill[i] == GameDefine.INVALID_ID)
            {
                continue;
            }

            GameSkill m = GameSkillData.instance.getData(unit.Skill[i]);

            slots[i].setData(m);
            slots[i].enable(unit.canUseSkill(m));

            if (i == 0)
            {
                select(0);
            }
        }
    }
Beispiel #8
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    public void showItem(GameItem m, GameBattleUnit u, GameBattleAttackMapDirection dir, List <GameBattleAttackResultItem> ri, List <GameBattleAttackResultSkill> r, OnEventOver over)
    {
        clear();

        item  = m;
        skill = null;

        unit        = u;
        direction   = dir;
        onEventOver = over;

        resultItem = ri;
        result     = r;

        GameUserData.instance.LastItemID = item.ID;

        if (item.UseSkillID != GameDefine.INVALID_ID)
        {
            skill = GameSkillData.instance.getData(item.UseSkillID);

            showSkill(skill, u, dir, r, over);
        }
        else
        {
            onAttackOverItem();
        }
    }
Beispiel #9
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    public float spiritAddition(GameSkill m, GameSkillAdditionType type)
    {
        float power = 1.0f;

        for (int i = 0; i < (int)GameSpiritType.Count; i++)
        {
            if (m.addition[i].Type == type)
            {
                if (SpiritPower[i] < m.addition[i].Request)
                {
                    power *= (100.0f + SpiritPower[i] - m.addition[i].Request) / 100.0f;
                }

                if (SpiritPower[i] > m.addition[i].Plus)
                {
                    power *= (100.0f + SpiritPower[i] - m.addition[i].Plus) / 100.0f;
                }
            }
        }

        if (power < 0.1f)
        {
            power = 0.1f;
        }

        return(power);
    }
Beispiel #10
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 public void EndSkillEffect(GameSkill skill)
 {
     if (skill.mSkillType == SkillManager.SKILL_TYPE.DAMAGE_SHIELD_TIME)
     {
         SetDoorEffect("IDLE");
     }
 }
Beispiel #11
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        public GameOptions()
        {
            this.players = new Player[Player.MaxPlayerCount];

            for (var i = 0; i < Player.MaxPlayerCount; i++)
            {
                this.players[i] = new Player(i);
            }

            this.players[0].InGame = true;
            this.consolePlayer     = 0;

            this.episode = 1;
            this.map     = 1;
            this.skill   = GameSkill.Medium;

            this.netGame = false;

            this.deathmatch      = 0;
            this.fastMonsters    = false;
            this.respawnMonsters = false;
            this.noMonsters      = false;

            this.intermissionInfo = new IntermissionInfo();

            this.renderer  = null;
            this.sound     = NullSound.GetInstance();
            this.music     = NullMusic.GetInstance();
            this.userInput = NullUserInput.GetInstance();
        }
Beispiel #12
0
 public void StartSkillEffect(GameSkill skill)
 {
     if (skill.mSkillType == SkillManager.SKILL_TYPE.DAMAGE_SHIELD_TIME)
     {
         SetAllDoorState(Door.DOOR_STATE.CLOSE, false);
         SetDoorEffect("INVINCIBILITY");
     }
 }
Beispiel #13
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    public override void PlusSameSkill(GameSkill data)
    {
        mTime += data.mTime;

        if (mMaxTime < mTime)
        {
            mTime = mMaxTime;
        }
    }
Beispiel #14
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        public void addSkill(int skillID)
        {
            Debug.Assert(mUnit.isServer);
            GameSkillBuff buff = new GameSkillBuff(GameSkill.get(skillID));

            mBuffs.Add(buff);
            buff.init(mUnit);
            addBuff(buff);
        }
Beispiel #15
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 public virtual void PlusSameSkill(GameSkill data)
 {
     mTime += data.mTime;
     if (mMaxTime < mTime)
     {
         mTime = mMaxTime;
     }
     mCount   += data.mCount;
     mPercent += data.mPercent;
 }
Beispiel #16
0
    public void showRes(List <GameBattleAttackResultSkill> r, OnEventOver over)
    {
        skill       = null;
        unit        = null;
        result      = r;
        direction   = GameBattleAttackMapDirection.Count;
        onEventOver = over;

        onAttackOver();
    }
Beispiel #17
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    public void clear()
    {
        select.gameObject.SetActive(false);
        icon.gameObject.SetActive(false);

        text.text = "";
        sp.text   = "";
        mv.text   = "";

        skill = null;
    }
Beispiel #18
0
    public void updateData(GameUnitBase unitBase)
    {
        clear();

        for (int i = 0; i < GameDefine.MAX_SLOT; i++)
        {
            GameSkill m = GameSkillData.instance.getData(unitBase.Skills[i]);

            slot[i].setData(m);
        }
    }
Beispiel #19
0
 public void EndInGameEffect(GameSkill skill)
 {
     if (skill.mSkillType == SkillManager.SKILL_TYPE.SPEED_DOWN)
     {
         InGameEffect_Slow.SetActive(false);
     }
     else if (skill.mSkillType == SkillManager.SKILL_TYPE.SCORE_UP)
     {
         InGameEffect_Double.SetActive(false);
     }
 }
Beispiel #20
0
    public void updateData(GameBattleUnit battleUnit)
    {
        clear();

        for (int i = 0; i < GameDefine.MAX_SLOT; i++)
        {
            GameSkill m = GameSkillData.instance.getData(battleUnit.Skill[i]);

            slot[i].setData(m);
        }
    }
Beispiel #21
0
    public void showSkillMap(GameSkill sk, GameBattleUnit u, GameBattleAttackMapDirection dir, List <GameBattleAttackResultSkill> r, OnEventOver over)
    {
        clear();

        skill       = sk;
        unit        = u;
        result      = r;
        direction   = dir;
        onEventOver = over;

        GameUserData.instance.LastSkillID = skill.ID;

        //         string path = "Prefab/Sprite/man" + GameDefine.getString3( u.Sprite ) + "/" +
        //     GameDefine.getString3( u.Sprite );
        //         path += ( m.BattleSprite > 0 ? "-" + m.BattleSprite : "" );
        //         path += "sm";
        //
        //         GameObject obj = Instantiate<GameObject>( Resources.Load<GameObject>( path ) );
        //         GameAnimation attackerAnimation = obj.GetComponent<GameAnimation>();
        //         Transform trans = obj.transform;
        //         trans.SetParent( transform );
        //         trans.localScale = Vector3.one;
        //         trans.localPosition = Vector3.zero;
        //
        //         transform.localPosition = new Vector3( GameSceneMovement.instance.posXReal ,
        //             GameSceneMovement.instance.posYReal + GameBattleManager.instance.LayerHeight ,
        //             transform.localPosition.z );
        //
        //         float x = GameCameraManager.instance.sceneWidth / GameDefine.SCENE_WIDTH;
        //         transform.localScale = new Vector3( x , 1.0f , 1.0f );
        //
        //         if ( dir != GameBattleAttackMapDirection.Count )
        //         {
        //             int c = attackerAnimation.safHead.count3[ 0 ];
        //             int f = c * (int)dir;
        //
        //             attackerAnimation.playAnimation( f , f + c , false , onAttackOver );
        //         }
        //         else
        //         {
        //             attackerAnimation.playAnimation( 0 , GameDefine.INVALID_ID , false , onAttackOver );
        //         }

        if (skill.AttackRangeType == GameAttackRangeType.Line)
        {
            GameBattleSceneMovement.instance.moveTo(unit.PosX - GameCameraManager.instance.xCell,
                                                    unit.PosY - GameCameraManager.instance.yCell, 50, 50, onStartMoveOver);
        }
        else
        {
            GameBattleSceneMovement.instance.moveTo(GameBattleCursor.instance.PosX - GameCameraManager.instance.xCell,
                                                    GameBattleCursor.instance.PosY - GameCameraManager.instance.yCell, 50, 50, onStartMoveOver);
        }
    }
Beispiel #22
0
    public GameSkill AddUseSkill(string skillName)
    {
        SkillData  skillData = DataManager.Instance.SkillDataList[skillName];
        SKILL_TYPE skillType = ConvertSkillType(skillData.skilltype);
        GameSkill  data      = null;

        switch (skillType)
        {
        case SKILL_TYPE.DAMAGE_SHIELD_TIME:
            data = new GameSkill_DamageShieldTime(skillName);
            break;

        case SKILL_TYPE.DAMAGE_SHIELD_COUNT:
            data = new GameSkill_DamageShieldCount(skillName);
            break;

        case SKILL_TYPE.SCORE_UP:
            data = new GameSkill_ScoreUP(skillName);
            break;

        case SKILL_TYPE.SPEED_DOWN:
            data = new GameSkill_SpeedDown(skillName);
            break;

        case SKILL_TYPE.RESURRECTION:
            data = new GameSkill_Resurrection(skillName);
            break;

        case SKILL_TYPE.GAME_OVER_SCORE_BONUS:
            data = new GameSkill_GameOverScoreBonus(skillName);
            break;

        case SKILL_TYPE.GAME_OVER_COIN_BONUS:
            data = new GameSkill_GameOverCoinBonus(skillName);
            break;

        case SKILL_TYPE.ITEM_CREATE:
            data = new GameSkill_ItemCreate(skillName);
            break;

        default:
            break;
        }

        if (data != null)
        {
            AddUseSkill(data);
            data.StartSkill();
        }

        return(data);
    }
Beispiel #23
0
    private void AddUseSkill(GameSkill data)
    {
        var skillType = data.mSkillType;

        if (mUseSkillList.ContainsKey(skillType) == false)
        {
            mUseSkillList.Add(skillType, data);
        }
        else
        {
            mUseSkillList[skillType].PlusSameSkill(data);
        }
    }
Beispiel #24
0
    public bool canUseSkillMove(GameSkill m, int cost)
    {
        if (checkEffect(GameSkillResutlEffect.Silence))
        {
            return(false);
        }

        if (m.MoveAttackType == GameSkillMoveAttackType.Stand)
        {
            return(false);
        }

        return(m.MoveCost <= Move - cost && m.MPCost <= MP);
    }
Beispiel #25
0
 public bool isSkillNeedTarget(GameSkill curSkill)
 {
     if (curSkill.TargetType == (int)TargetType.AllyOne ||
         curSkill.TargetType == (int)TargetType.EnemyOne ||
         (curSkill.TargetType == (int)TargetType.AreaEffect && curSkill.EffectRange > 0) ||
         curSkill.Id == 29)   //Garuda
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Beispiel #26
0
 override public void Init()
 {
     base.Init();
     InitUI();
     _gameskill = BattleGame.instance.gameSkill;
     if (InstancePlayer.instance.pvpUser == null)
     {
         skillGrid.gameObject.SetActive(true);
         InitSkillItem(_gameskill.GetSkillCount());
     }
     else
     {
         skillGrid.gameObject.SetActive(false);
     }
 }
Beispiel #27
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    void updateSkillUI()
    {
        if (!GameBattleSkillUI.instance.IsShow)
        {
            return;
        }

        if (confirm)
        {
            confirm = false;

            skill = GameBattleSkillUI.instance.getSelectionSkill();

            if (skill == null)
            {
                return;
            }

            GameBattleUnit unit = GameBattleSelection.instance.SelectionUnit;

            GameBattleUnitSkillSelection.instance.show(unit.PosX, unit.PosY, skill, unit.UnitCampType, true);

            GameBattleSkillUI.instance.unShowFade();

            GameBattleCursor.instance.moveTo(GameBattleUnitSkillSelection.instance.AttackCell.x,
                                             GameBattleUnitSkillSelection.instance.AttackCell.y,
                                             GameBattleCursor.SpeedX, GameBattleCursor.SpeedY,
                                             true,
                                             onCursorMoveOver);

            return;
        }

        if (cancel)
        {
            cancel = false;

            GameBattleSkillUI.instance.unShowFade();

            GameBattleUnitActionUI.instance.show();
            GameBattleUnitActionUI.instance.enable(true);
            GameBattleUnitActionUI.instance.showFade();

            return;
        }

        moveSkillUI();
    }
Beispiel #28
0
    public void setData(GameSkill skill)
    {
        clear();

        if (skill == null)
        {
            return;
        }

        text.text = skill.Name;

        mp.text   = GameDefine.getBigInt(skill.MPCost.ToString());
        move.text = GameDefine.getBigInt(skill.MoveCost.ToString());

        image.gameObject.SetActive(true);
    }
Beispiel #29
0
    /// <summary>
    /// 更新数据
    /// </summary>
    public void UpdateData(int index)
    {
        _currentIndex = index;
        _gameSkill    = BattleGame.instance.gameSkill;
        _skillData    = _gameSkill.GetData(_currentIndex);
        if (_skillData != null)
        {
//			NGUITools.SetActive(this.icon.gameObject, true);
            this._sillName.text        = _skillData.name;
            this._skillIcon.spriteName = "SkillICONS_" + (int)_skillData.type;
        }
        else
        {
            this._sillName.text = "";
//			NGUITools.SetActive(this.icon.gameObject, false);
        }
    }
Beispiel #30
0
    public void addSkill(GameSkill skill)
    {
        Object obj = Instantiate(buttonAction);

        (obj as GameObject).transform.parent = this.transform;

        (obj as GameObject).GetComponent<GUIText>().pixelOffset = new Vector2(210, 80 + 40 * _count);
        (obj as GameObject).GetComponent<GUIText>().text = skill.name;

        (obj as GameObject).GetComponent<ButtonUseSkill>().action = OptionType.Special;
        (obj as GameObject).GetComponent<ButtonUseSkill>().skill = skill;

        _buttons.SetValue(obj, _count);
        _skills.SetValue(skill, _count);

        _count++;
    }
Beispiel #31
0
    public void setData(GameSkill m)
    {
        clear();

        if (m == null)
        {
            return;
        }

        skill = m;

        text.text = m.Name;
        sp.text   = GameDefine.getBigInt(m.MPCost.ToString());
        mv.text   = GameDefine.getBigInt(m.MoveCost.ToString());

        icon.gameObject.SetActive(true);
    }