public ChessMan(string Name, TurnPlay SoHuu, Statue TrangThai, Color clrText) { this.Name = Name; this.SoHuu = SoHuu; this.TrangThai = TrangThai; this.clrText = clrText; }
public IHttpActionResult PutStatue(int id, Statue statue) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != statue.Id) { return(BadRequest()); } db.Entry(statue).State = EntityState.Modified; try { db.SaveChanges(); } catch (DbUpdateConcurrencyException) { if (!StatueExists(id)) { return(NotFound()); } else { throw; } } return(StatusCode(HttpStatusCode.NoContent)); }
public override void Initialize() { Statue = DarkestDungeonManager.Campaign.Estate.Statue; for (int i = 0; i < audioEntries.Count; i++) { audioEntries[i].UpdateCondition(); } }
public ActionResult DeleteConfirmed(int id) { Statue statue = db.Statues.Find(id); db.Statues.Remove(statue); db.SaveChanges(); return(RedirectToAction("Index")); }
public ActionResult Edit([Bind(Include = "ID,Name")] Statue statue) { if (ModelState.IsValid) { db.Entry(statue).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(statue)); }
/// <summary> /// Triggers player leaning off statue and returning to idle /// </summary> void OnPlayerLeanCancelled() { this.inputVector = Vector3.zero; this.UpdateAnimator("StopLeaning"); this.StartCoroutine(this.WaitForAnimationEnd("PlayerStopsLeaningAnimation")); this.statue.PlayerDisingaged(); this.statue = null; this.rigidbody.constraints = RigidbodyConstraints.FreezeRotation; }
void Attack() { //Bruh //Checks all colliders in circle of radius size 1f right now Collider2D[] colliders = Physics2D.OverlapCircleAll( new Vector2(transform.position.x + .5f * (controller.movement.facingRight? 1f : -1f), transform.position.y), .25f); bool somethingHit = false; SoundFXManager.instance.PlaySound("FX", "Woosh", false, .4f, .7f); for (int rep = 0; rep < colliders.Length; rep++) { EnemyHP hpComponent = colliders[rep].GetComponent <EnemyHP>(); if (hpComponent != null) { hpComponent.TakeDamage(0); somethingHit = true; } EnemyMeleeBehavior meleeBehavior = colliders[rep].GetComponent <EnemyMeleeBehavior>(); EnemyRangedBehavior rangedBehavior = colliders[rep].GetComponent <EnemyRangedBehavior>(); if (meleeBehavior != null) { meleeBehavior.AddToVelocity(12f * (controller.movement.facingRight? Vector3.right : Vector3.left)); somethingHit = true; } if (rangedBehavior != null) { rangedBehavior.AddToVelocity(12f * (controller.movement.facingRight? Vector3.right : Vector3.left)); somethingHit = true; } Statue statue = colliders[rep].GetComponent <Statue>(); if (statue != null) { statue.Break(); somethingHit = true; } } if (somethingHit) { CameraFollow.INSTANCE.ShakeScreen(1f); SoundFXManager.instance.PlaySound("FX", "Shove"); } CameraFollow.INSTANCE.ShakeScreen(.3f); }
public ActionResult Create([Bind(Include = "ID,Name")] Statue statue) { if (ModelState.IsValid) { db.Statues.Add(statue); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(statue)); }
public IHttpActionResult GetStatue(int id) { Statue statue = db.Statue.Find(id); if (statue == null) { return(NotFound()); } return(Ok(statue)); }
void SetVumark() { Statue s = Query(vb.VuMarkTarget.InstanceId.ToString()); //vb.VuMarkTarget.InstanceId.ToString()); Debug.Log(s.name); name.GetComponent <TextMesh> ().text = s.name; name.transform.localPosition = setPos(s.namePos); name.transform.localRotation = setRot(s.namePos); name.transform.localScale = setScale(s.namePos); SetSpecial(s.s); }
public IHttpActionResult PostStatue(Statue statue) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } db.Statue.Add(statue); db.SaveChanges(); return(CreatedAtRoute("DefaultApi", new { id = statue.Id }, statue)); }
public override bool IsActive(int timeOut) { NetDebuger.PrintDebugMessage(this, "STATE:" + Statue.ToString()); //会话超时,而且当前状态或者未登陆 if (!base.IsActive(timeOut) && (Statue == FtpSessionStatue.Wait || Statue == FtpSessionStatue.NotLogin)) { return(false); } return(true); }
public Estate(SaveCampaignData saveData) { RosterIds = new List <int>(); for (int i = 1; i < 100; i++) { RosterIds.Add(i); } EstateTitle = saveData.HamletTitle; Currencies = new Dictionary <string, int>(); Currencies.Add("gold", saveData.GoldAmount); Currencies.Add("bust", saveData.BustsAmount); Currencies.Add("deed", saveData.DeedsAmount); Currencies.Add("portrait", saveData.PortraitsAmount); Currencies.Add("crest", saveData.CrestsAmount); HeroPurchases = saveData.InstancedPurchases; TownPurchases = saveData.BuildingUpgrades; Buildings = new Dictionary <BuildingType, Building>(); Abbey = DarkestDungeonManager.Data.Buildings["abbey"] as Abbey; Buildings.Add(BuildingType.Abbey, Abbey); Tavern = DarkestDungeonManager.Data.Buildings["tavern"] as Tavern; Buildings.Add(BuildingType.Tavern, Tavern); Sanitarium = DarkestDungeonManager.Data.Buildings["sanitarium"] as Sanitarium; Buildings.Add(BuildingType.Sanitarium, Sanitarium); Blacksmith = DarkestDungeonManager.Data.Buildings["blacksmith"] as Blacksmith; Buildings.Add(BuildingType.Blacksmith, Blacksmith); Guild = DarkestDungeonManager.Data.Buildings["guild"] as Guild; Buildings.Add(BuildingType.Guild, Guild); NomadWagon = DarkestDungeonManager.Data.Buildings["nomad_wagon"] as NomadWagon; Buildings.Add(BuildingType.NomadWagon, NomadWagon); StageCoach = DarkestDungeonManager.Data.Buildings["stage_coach"] as StageCoach; Buildings.Add(BuildingType.StageCoach, StageCoach); CampingTrainer = DarkestDungeonManager.Data.Buildings["camping_trainer"] as CampingTrainer; Buildings.Add(BuildingType.CampingTrainer, CampingTrainer); Graveyard = new Graveyard(); Buildings.Add(BuildingType.Graveyard, Graveyard); Statue = new Statue(); Buildings.Add(BuildingType.Statue, Statue); Abbey.InitializeBuilding(TownPurchases); Tavern.InitializeBuilding(TownPurchases); Sanitarium.InitializeBuilding(TownPurchases); Blacksmith.InitializeBuilding(TownPurchases); Guild.InitializeBuilding(TownPurchases); CampingTrainer.InitializeBuilding(TownPurchases); NomadWagon.InitializeBuilding(TownPurchases); StageCoach.InitializeBuilding(TownPurchases); Graveyard.Records.AddRange(saveData.DeathRecords); }
void HeavyAttack() { Collider2D[] colliders = Physics2D.OverlapBoxAll( new Vector2(transform.position.x + .75f * (controller.movement.facingRight? 1f : -1f), transform.position.y), new Vector2(1f, .7f), 0f); SoundFXManager.instance.PlaySound("FX", "Woosh", false, .5f, .5f); bool somethingHit = false; for (int rep = 0; rep < colliders.Length; rep++) { EnemyHP hpComponent = colliders[rep].GetComponent <EnemyHP>(); if (hpComponent != null) { hpComponent.TakeDamage(1); somethingHit = true; } EnemyMeleeBehavior meleeBehavior = colliders[rep].GetComponent <EnemyMeleeBehavior>(); EnemyRangedBehavior rangedBehavior = colliders[rep].GetComponent <EnemyRangedBehavior>(); if (meleeBehavior != null) { meleeBehavior.AddToVelocity(1f * (controller.movement.facingRight? Vector3.right : Vector3.left)); somethingHit = true; } if (rangedBehavior != null) { rangedBehavior.AddToVelocity(1f * (controller.movement.facingRight? Vector3.right : Vector3.left)); somethingHit = true; } Statue statue = colliders[rep].GetComponent <Statue>(); if (statue != null) { statue.Break(); somethingHit = true; } } if (somethingHit) { CameraFollow.INSTANCE.ShakeScreen(1f); SoundFXManager.instance.PlaySound("FX", "Player_Attack"); } CameraFollow.INSTANCE.ShakeScreen(1f); }
// GET: Statues/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(RedirectToAction("Index")); } Statue statue = db.Statues.Find(id); if (statue == null) { return(HttpNotFound()); } return(View(statue)); }
// GET: Statues/Delete/5 public ActionResult Delete(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } Statue statue = db.Statue.Find(id); if (statue == null) { return(HttpNotFound()); } return(View(statue)); }
public IHttpActionResult DeleteStatue(int id) { Statue statue = db.Statue.Find(id); if (statue == null) { return(NotFound()); } db.Statue.Remove(statue); db.SaveChanges(); return(Ok(statue)); }
/// <summary> /// Returns the statue that is directly infront of the player /// </summary> /// <returns></returns> Statue GetStatueInfront(Vector3 direction) { Statue statue = null; Vector3 origin = this.rigidbody.position; Debug.DrawLine(origin, origin + direction * this.rayDistance, Color.green, .25f); Ray ray = new Ray(origin, direction); RaycastHit hit; if (Physics.Raycast(ray, out hit, this.rayDistance, this.statueLayer)) { statue = hit.collider.GetComponent <Statue>(); statue.UpdateInteractedFrom(); } return(statue); }
public override void Paint(Level level, Room room) { Fill(level, room, Terrain.WALL); Fill(level, room, 1, Terrain.EMPTY); var c = room.Center(); var cx = c.X; var cy = c.Y; var door = room.Entrance(); door.Set(Room.Door.DoorType.LOCKED); level.AddItemToSpawn(new IronKey()); if (door.X == room.Left) { Fill(level, room.Right - 1, room.Top + 1, 1, room.Height() - 1, Terrain.STATUE); cx = room.Right - 2; } else if (door.X == room.Right) { Fill(level, room.Left + 1, room.Top + 1, 1, room.Height() - 1, Terrain.STATUE); cx = room.Left + 2; } else if (door.Y == room.Top) { Fill(level, room.Left + 1, room.Bottom - 1, room.Width() - 1, 1, Terrain.STATUE); cy = room.Bottom - 2; } else if (door.Y == room.Bottom) { Fill(level, room.Left + 1, room.Top + 1, room.Width() - 1, 1, Terrain.STATUE); cy = room.Top + 2; } var statue = new Statue(); statue.pos = cx + cy * Level.Width; level.mobs.Add(statue); Actor.OccupyCell(statue); }
/// <summary> /// Creates a product and returns it /// </summary> /// <param name="numberOfDecorations"> /// How many decorations to have on statue /// </param> /// <returns> /// IStatue Returns a product /// </returns> public IStatue CreateProduct(int numberOfDecorations) { IStatue statue = new Statue(); for (var i = 0; i < numberOfDecorations; i++) { var value = Client.Rnd.Next(1, 4); switch (value) { case 1: if (CanUseDecoration(statue.GetDescription(), "jewel")) { var jewelDecoratedStatue = new JewelDecorator(statue); statue = jewelDecoratedStatue; break; } i--; break; case 2: if (CanUseDecoration(statue.GetDescription(), "sticker")) { var stickerDecoratedStatue = new StickerDecorator(statue); statue = stickerDecoratedStatue; break; } i--; break; case 3: if (CanUseDecoration(statue.GetDescription(), "color")) { var colorDecoratedStatue = new ColorDecorator(statue); statue = colorDecoratedStatue; break; } i--; break; } } return(statue); }
public Estate(SaveCampaignData saveData) { rosterIds = new List <int>(); for (int i = 1; i < 100; i++) { rosterIds.Add(i); } EstateTitle = saveData.hamletTitle; Currencies = new Dictionary <string, EstateCurrency>(); Currencies.Add("gold", new EstateCurrency(saveData.goldAmount, false)); Currencies.Add("bust", new EstateCurrency(saveData.bustsAmount, true)); Currencies.Add("deed", new EstateCurrency(saveData.deedsAmount, true)); Currencies.Add("portrait", new EstateCurrency(saveData.portraitsAmount, true)); Currencies.Add("crest", new EstateCurrency(saveData.crestsAmount, true)); HeroPurchases = saveData.instancedPurchases; TownPurchases = saveData.buildingUpgrades; Abbey = DarkestDungeonManager.Data.Buildings["abbey"] as Abbey; Tavern = DarkestDungeonManager.Data.Buildings["tavern"] as Tavern; Sanitarium = DarkestDungeonManager.Data.Buildings["sanitarium"] as Sanitarium; Blacksmith = DarkestDungeonManager.Data.Buildings["blacksmith"] as Blacksmith; Guild = DarkestDungeonManager.Data.Buildings["guild"] as Guild; NomadWagon = DarkestDungeonManager.Data.Buildings["nomad_wagon"] as NomadWagon; StageCoach = DarkestDungeonManager.Data.Buildings["stage_coach"] as StageCoach; CampingTrainer = DarkestDungeonManager.Data.Buildings["camping_trainer"] as CampingTrainer; Graveyard = new Graveyard(); Statue = new Statue(); Abbey.InitializeBuilding(TownPurchases); Tavern.InitializeBuilding(TownPurchases); Sanitarium.InitializeBuilding(TownPurchases); Blacksmith.InitializeBuilding(TownPurchases); Guild.InitializeBuilding(TownPurchases); CampingTrainer.InitializeBuilding(TownPurchases); NomadWagon.InitializeBuilding(TownPurchases); StageCoach.InitializeBuilding(TownPurchases); Graveyard.Records.AddRange(saveData.deathRecords); }
public void ApplyStatue(Statue statue) { System.Diagnostics.Debug.WriteLine("ApplySettings"); this.PackIcon_StatueIcon.Kind = MaterialDesignThemes.Wpf.PackIconKind.Download; this.Label_StatueDescription.Content = ""; this.Label_Progress.Content = ""; this.Label_Speed.Content = ""; this.Label_Percent.Content = ""; this.ProgressBar_Progress.Value = 0; if (statue == Statue.Download) { this.PackIcon_StatueIcon.Kind = MaterialDesignThemes.Wpf.PackIconKind.Download; this.Label_Statue.Content = "下載中"; this.Label_Speed.Visibility = Visibility.Visible; } else if (statue == Statue.Check) { this.PackIcon_StatueIcon.Kind = MaterialDesignThemes.Wpf.PackIconKind.FileFindOutline; this.Label_Statue.Content = "檢查中"; this.Label_Speed.Visibility = Visibility.Hidden; } }
/// <summary> /// 设置项目信息 /// </summary> /// <param name="statue">项目的状态</param> public SaveAttribute(Statue statue) { this.Statue = statue; }
/// <summary> /// Store player inputs to trigger rotation/movement /// Handles player pull/push action /// </summary> void Update() { // @TODO: replace this with a game manager to determine when to disable the player if (this.IsDisabled || this.menu.isMenuOpened) { this.inputVector = Vector3.zero; return; } // Player has died, trigger death sequence if (this.IsDead) { this.PlayerDeath(); } this.inputVector = new Vector3( Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical") ); if (this.inputVector.magnitude > 1) { this.inputVector.Normalize(); } bool isActionButton = Input.GetButton("Jump") || Input.GetButton("Fire1"); // Currently not enaged // Trigger animation to engage if (isActionButton && !this.IsInteractingWithStatue) { Statue statue = this.GetStatueInfront(this.transform.forward); // Player is facing a statue, let's grab it if (statue != null && !string.IsNullOrEmpty(statue.InteractedFrom)) { this.statue = statue; string dirName = this.statue.InteractedFrom; if (dirName == "forward" || dirName == "back") { this.rigidbody.constraints = ~RigidbodyConstraints.FreezePositionZ; } else { this.rigidbody.constraints = ~RigidbodyConstraints.FreezePositionX; } this.OnPlayerLean(); } } // No longer grabing the statue if (!isActionButton && this.IsInteractingWithStatue) { this.OnPlayerLeanCancelled(); } // Updates animations this.UpdateAnimator(); }
public Order(Village village, string name, int quantity = 1) { id = GetId(); headquarters = new Headquarters(); timberCamp = new TimberCamp(); clayPit = new ClayPit(); ironMine = new IronMine(); farm = new Farm(); warehouse = new Warehouse(); rallyPoint = new RallyPoint(); barracks = new Barracks(); statue = new Statue(); wall = new Wall(); hospital = new Hospital(); market = new Market(); tavern = new Tavern(); academy = new Academy(); hallOfOrders = new HallOfOrders(); spearman = new Spearman(); swordsman = new Swordsman(); archer = new Archer(); heavyCavalry = new HeavyCavalry(); axeFighter = new AxeFighter(); lightCavalry = new LightCavalry(); mountedArcher = new MountedArcher(); ram = new Ram(); catapult = new Catapult(); barracksInfos = new List <PartialBarracksInfo>(); farmInfos = new List <PartialFarmInfo>(); waitInfos = new List <PartialWaitInfo>(); barracksToDateTime = new Dictionary <int, DateTime>(); stringToEntity = new Dictionary <string, Entity>() { { "Headquarters", headquarters }, { "TimberCamp", timberCamp }, { "ClayPit", clayPit }, { "IronMine", ironMine }, { "Farm", farm }, { "Warehouse", warehouse }, { "RallyPoint", rallyPoint }, { "Barracks", barracks }, { "Statue", statue }, { "Wall", wall }, { "Hospital", hospital }, { "Market", market }, { "Tavern", tavern }, { "Academy", academy }, { "HallOfOrders", hallOfOrders }, { "Spearman", spearman }, { "Swordsman", swordsman }, { "Archer", archer }, { "HeavyCavalry", heavyCavalry }, { "AxeFighter", axeFighter }, { "LightCavalry", lightCavalry }, { "MountedArcher", mountedArcher }, { "Ram", ram }, { "Catapult", catapult }, { "init", null } }; barracksToLimit = new Dictionary <int, int>() { { 1, 5 }, { 2, 10 }, { 3, 15 } }; for (int i = 4; i <= 25; i++) { barracksToLimit.Add(i, int.MaxValue); } this.name = name; this.quantity = quantity; entity = stringToEntity[name]; bar = new OrderBar(this.village = village); }
public void UpdateExplosions_statue(Statue statue) { explosion_statue.AddParticles(new Vector2(statue.position.X - Camera.X + (statue.SourceRectangle.Value.Width / 2), statue.position.Y - Camera.Y + (statue.SourceRectangle.Value.Height / 2)), statue); }
void InitializeBehaviors() { Delegater delegater = repo.Delegater; /* * FPS */ fps = new FrameRateCounter(); delegater.Bind(Groups.FrameRate, fps); /* * Camera */ DefaultCamera camera = new DefaultCamera(GraphicsDevice) { ClearColor = Color.CornflowerBlue }; delegater.Bind(Groups.Camera, camera); /* * Background */ // bug: spritebatch.Begin(AlphaBlend) makes sure that this quad gets drawn in the background // which means that some important renderstates are getting set, but not by me FullScreenQuad background = new FullScreenQuad() { Top = new Color(25, 31, 32), Bottom = new Color(71, 81, 90), DrawOrder = 0 }; delegater.Bind(Groups.Background, background); /* * Statue */ StatueInformation statueInformation = new StatueInformation() { StatueSettings = StatueSettings[0] }; delegater.Bind(Groups.Statue, statueInformation); Statue statue = new Statue() { DrawOrder = 2 // to fix some troubles with blobs getting viewed through the statue }; delegater.Bind(Groups.Statue, statue); StatueMouseController statueController = new StatueMouseController(); delegater.Bind(Groups.Statue, statueController); /* * Game Information */ GameInformation gameInfo = new GameInformation() { GameMode = GameMode.Regular }; delegater.Bind(Groups.GameInformation, gameInfo); GameInformationDisplay gameInfoDisplay = new GameInformationDisplay() { DrawOrder = 3 }; delegater.Bind(Groups.GameInformation, gameInfoDisplay); /* * Blob Production */ DirtProducer blobProducer = new DirtProducer(); delegater.Bind(Groups.DirtProduction, blobProducer); /* * Game State Control */ GameStateController stateController = new GameStateController(); delegater.Bind(Groups.GameStateControl, stateController); /* * Menu stuff */ StatueInformation menuStatueInformation = new StatueInformation() { StatueSettings = StatueSettings[0] }; delegater.Bind(Groups.MenuStatuePreview, menuStatueInformation); Statue menuStatue = new Statue() { DrawOrder = 2 }; delegater.Bind(Groups.MenuStatuePreview, menuStatue); StatuePreviewSpinner statueSpinner = new StatuePreviewSpinner(); delegater.Bind(Groups.MenuStatuePreview, statueSpinner); MenuItemsDisplay menuItems = new MenuItemsDisplay() { DrawOrder = 3 }; delegater.Bind(Groups.MenuItemsDisplay, menuItems); /* * Intro */ Intro intro = new Intro(); delegater.Bind(Groups.Intro, intro); // omg, lousy hack.. these two lines makes sure we get to see the damn preview model in menu screen :P // im too tired to find the reason.. the code is such a mess already stateController.GameState = GameState.Playing; stateController.GameState = GameState.Menu; stateController.GameState = GameState.Intro; }
// Start is called before the first frame update void Start() { Statue = GetComponent <Statue>(); animator = GetComponent <Animator>(); }
public StatuePiece(Statue parent) { _parent = parent; }
// pour gerer les collisions public Rectangle Rectangle_Hadoken_Statue(Statue statue) { if (explosion_statue.FreeParticleCount == 2000) // lorsque freeparticulecount = 2000 le hadoken est termine Rectangle_Hadoken_Est_Present_Statue = true;// je reinitialise donc mon rectangle if (explosion_statue.FreeParticleCount < 2000 && Rectangle_Hadoken_Est_Present_Statue) { // j'attend une demi seconde avant de créer le rectangle pour geré la collision if (statue.SourceRectangle.Value.Y == 357) // haut return new Rectangle((int)statue.position.X + (statue.SourceRectangle.Value.Width / 2), (int)statue.position.Y - (explosion_statue.LongueurExplosion * 28) + (statue.SourceRectangle.Value.Height / 2), 28, (explosion_statue.LongueurExplosion * 28)); else if (statue.SourceRectangle.Value.Y == 0) // bas return new Rectangle((int)statue.position.X + (statue.SourceRectangle.Value.Width / 2), (int)statue.position.Y + (statue.SourceRectangle.Value.Height / 2), 28, (explosion_statue.LongueurExplosion * 28)); else if (statue.SourceRectangle.Value.Y == 123) // gauche return new Rectangle((int)statue.position.X + (statue.SourceRectangle.Value.Width / 2) - (explosion_statue.LongueurExplosion * 28), (int)statue.position.Y + (statue.SourceRectangle.Value.Height / 2), (explosion_statue.LongueurExplosion * 28), 28); else // droite return new Rectangle((int)statue.position.X + (statue.SourceRectangle.Value.Width / 2), (int)statue.position.Y + (statue.SourceRectangle.Value.Height / 2), (explosion_statue.LongueurExplosion * 28), 28); } else // pas de rectangle return new Rectangle(0, 0, 0, 0); }