public MantleTimer(int MantleNumber, Mantle context) { this.MantleNumber = MantleNumber; InitializeComponent(); this.SetContext(context); SetWindowFlags(); ApplySettings(); }
public MantleEventArgs(Mantle m) { Name = m.Name; ID = m.ID; Timer = m.Timer; staticTimer = m.staticTimer; Cooldown = m.Cooldown; staticCooldown = m.staticCooldown; }
public MantleEventArgs(Mantle mantle) { Name = mantle.Name; Id = mantle.ID; Timer = mantle.Timer; MaxTimer = mantle.staticTimer; Cooldown = mantle.Cooldown; MaxCooldown = mantle.staticCooldown; }
public MantleEventArgs(Mantle m) { this.Name = m.Name; this.ID = m.ID; this.Timer = m.Timer; this.staticTimer = m.staticTimer; this.Cooldown = m.Cooldown; this.staticCooldown = m.staticCooldown; }
public MantleTimer(int MantleNumber, Mantle context) { Percentage = 1; this.MantleNumber = MantleNumber; WidgetType = 2; InitializeComponent(); SetContext(context); SetWindowFlags(); ApplySettings(); }
public void SetContext(Mantle ctx) { this.Context = ctx; HookEvents(); }
public void SpawnEquipements() { for (int i = 0; i < 3; i++) { int choice = Random.Range(1, 7); if (choice == 1) { Equipment currentEquipment = new Staff(); Debug.Log("-- Equipement -- : " + currentEquipment.getEquipmentInfo.nom); Debug.Log("Attaque physique :" + currentEquipment.getEquipmentInfo.physical_attack); Debug.Log("Attaque magique :" + currentEquipment.getEquipmentInfo.magic_attack); Debug.Log("Défense :" + currentEquipment.getEquipmentInfo.defense); InventorySlot AddItem(Equipment Staff); Inventory AddItem(Equipment Staff); } if (choice == 2) { Equipment currentEquipment = new Dagger(); Debug.Log("-- Equipement -- : " + currentEquipment.getEquipmentInfo.nom); Debug.Log("Attaque physique :" + currentEquipment.getEquipmentInfo.physical_attack); Debug.Log("Attaque magique :" + currentEquipment.getEquipmentInfo.magic_attack); Debug.Log("Défense :" + currentEquipment.getEquipmentInfo.defense); InventorySlot AddItem(Equipment Dagger); Inventory AddItem(Equipment Dagger); } if (choice == 3) { Equipment currentEquipment = new Sword(); Debug.Log("-- Equipement -- : " + currentEquipment.getEquipmentInfo.nom); Debug.Log("Attaque physique :" + currentEquipment.getEquipmentInfo.physical_attack); Debug.Log("Attaque magique :" + currentEquipment.getEquipmentInfo.magic_attack); Debug.Log("Défense :" + currentEquipment.getEquipmentInfo.defense); InventorySlot AddItem(Equipment Sword); Inventory AddItem(Equipment Sword); } if (choice == 4) { Equipment currentEquipment = new Chestplate(); Debug.Log("-- Equipement -- : " + currentEquipment.getEquipmentInfo.nom); Debug.Log("Attaque physique :" + currentEquipment.getEquipmentInfo.physical_attack); Debug.Log("Attaque magique :" + currentEquipment.getEquipmentInfo.magic_attack); Debug.Log("Défense :" + currentEquipment.getEquipmentInfo.defense); InventorySlot AddItem(Equipment Chestplate); Inventory AddItem(Equipment Chestplate); } if (choice == 5) { Equipment currentEquipment = new Mantle(); Debug.Log("-- Equipement -- : " + currentEquipment.getEquipmentInfo.nom); Debug.Log("Attaque physique :" + currentEquipment.getEquipmentInfo.physical_attack); Debug.Log("Attaque magique :" + currentEquipment.getEquipmentInfo.magic_attack); Debug.Log("Défense :" + currentEquipment.getEquipmentInfo.defense); InventorySlot AddItem(Equipment Mantle); Inventory AddItem(Equipment Mantle); } if (choice == 6) { Equipment currentEquipment = new Shield(); Debug.Log("-- Equipement -- : " + currentEquipment.getEquipmentInfo.nom); Debug.Log("Attaque physique :" + currentEquipment.getEquipmentInfo.physical_attack); Debug.Log("Attaque magique :" + currentEquipment.getEquipmentInfo.magic_attack); Debug.Log("Défense :" + currentEquipment.getEquipmentInfo.defense); InventorySlot AddItem(Equipment Shield); Inventory AddItem(Equipment Shield); } } }
public long Send(Mantle.Fix44.IMessage msg) { msg.Header.MsgSeqNum.Value = ++_lastSeqNum; using (var buf = new MemoryStream(1 << 10)) { Mantle.Publisher.Publish(buf, Mantle.Fix44.Protocol.Value, msg); byte[] bytes = buf.ToArray(); _strm.Write(bytes, 0, bytes.Length); _strm.Flush(); } return _lastSeqNum; }