public string InsertNewSkill(string skillValue) { var doesSkillExist = _userRepository.GetSkillByName(skillValue); if (doesSkillExist != null && doesSkillExist.ID != null) { return(ErrorMessages.SkillExists.ToString()); } else { var user = GetCurrentUserContext(); var dbSkill = new skill(); dbSkill.CREATED_BY = user.EmailId; dbSkill.CREATED_ON = DateTime.Now; dbSkill.STATUS = SkillStatus.Active.ToString(); dbSkill.STATUS_DATE = DateTime.Now; dbSkill.VALUE = skillValue; var result = _userRepository.AddNewSkill(dbSkill); if (result > 0) { return(SuccessMessages.SkillAdded.ToString()); } return(ErrorMessages.SkillExists.ToString()); } }
public ActionResult EditSkills(string serializedModel, int id, FormCollection form) { skill skillDomain = new skill(); project projectDomain = projectService.GetById(id); List <SkillViewModel> listSkill = JsonConvert.DeserializeObject <List <SkillViewModel> >(serializedModel); ViewBag.TAGS = listSkill; //First delete after add foreach (var skill in listSkill) { //Delete projectskill projectSkillDomainDelete = projectSkillService.GetMany().Where(a => a.idProject == id) .Where(b => b.idSkill == skill.IdSkill).FirstOrDefault(); if (projectSkillDomainDelete != null) { projectSkillService.Delete(projectSkillDomainDelete); projectSkillService.Commit(); } //Add skillDomain.IdSkill = skill.IdSkill; projectskill projectSkillDomain = new projectskill(); projectSkillDomain.idSkill = skillDomain.IdSkill; projectSkillDomain.idProject = projectDomain.id; projectSkillDomain.percentage = Int32.Parse(form.Get(skill.NameSkill)); projectSkillService.Add(projectSkillDomain); projectSkillService.Commit(); } return(RedirectToAction("Index")); }
public void DescribeSkill(skill s)//将技能信息显示在右边的方框内 { if (!img_Icon.gameObject.activeInHierarchy) { img_Icon.gameObject.SetActive(true); } img_Icon.sprite = Resources.Load <Sprite>("Skills/" + s.spritePath); txt_Name.text = s.name; //技能消耗 string skillcost = ""; if (s.MpCost <= 0 && s.HpCost <= 0) { skillcost = "无消耗"; } else if (s.MpCost > 0 && s.HpCost > 0) { skillcost = "消耗 " + s.MpCost + "能量, " + s.HpCost + "生命"; } else { if (s.MpCost > 0) { skillcost = "消耗 " + s.MpCost + "能量"; } if (s.HpCost > 0) { skillcost = "消耗 " + s.HpCost + "生命"; } } txt_Detail.text = "" + s.detail + "\n\n" + skillcost + "\n冷却时间: " + s.Cd + " 秒"; }
// Use this for initialization void Awake() { power = 15; s1 = this; lastTime = 5.0f; isActive = false; }
private void saveSkills()//保存技能数据伟XML文档 { inactiveSkillXml.RemoveAll(); inActiveSkillElement.RemoveAll(); for (int i = 0; i < allSkillDrags.Length; i++) { if (i < 6)//前六个应用到界面 { skills_OnUI_Pos[i] = i; skills_OnUI[i] = allSkillDrags[i].thisSkill; } else//后六个存储为XML { if (allSkillDrags[i].existSkill)//如果有技能 { skill sk = allSkillDrags[i].thisSkill; SaveInactiveSkillXML(sk.ID, sk.name, sk.Cd, sk.detail, sk.spritePath, sk.MpCost, sk.MpCost, i); } else { SaveInactiveSkillXML(-1, "", 0, "", "", 0, 0, i); //无技能 } } } inactiveSkillXml.Save(path + "/SkillsInavtive.xml");//保存为启用的技能信息 skillload.positionIdxs = skills_OnUI_Pos; skillload.skillsonUI = skills_OnUI; }
public void SetThisSkill(skill s)//设置当前技能图标 { //print(s.spritePath); if (!isActive) { thisImg.color = new Color(thisImg.color.r, thisImg.color.g, thisImg.color.b, 1); } if (!existSkill) { existSkill = true; } print("SkillIcon: " + skillIcon.gameObject.activeSelf); if (!skillIcon.gameObject.activeSelf) { skillIcon.gameObject.SetActive(true); //激活子物体 } thisSkill = s; if (s.ID < 0)//如果技能索引小于零,置空 { SetEmpty(); return; } Sprite sp = Resources.Load <Sprite>("sSkills/" + s.spritePath); skillIcon.gameObject.SetActive(true); skillIcon.sprite = Resources.Load <Sprite>("Skills/" + s.spritePath); }
public skill getMostPopularSkill(List <user> users) { skill max = new skill(); int maxcounter = 0; ServiceUserSkill serviceuserskill = new ServiceUserSkill(); List <skill> skills = serviceuserskill.getFromUsers(users); foreach (var s in skills) { int counter = 0; foreach (var u in users) { foreach (var us in u.userskills) { if (us.skill.id == s.id) { counter++; } } } if (maxcounter <= counter) { maxcounter = counter; max = s; } } return(max); }
//设置技能 public void SetSkill(SkillDrag sd) { if (existSkill) { //交换图标 Sprite tempSprite = skillIcon.sprite; skillIcon.sprite = sd.skillIcon.sprite; sd.skillIcon.sprite = tempSprite; //交换技能 skill tempSkill = this.thisSkill; this.thisSkill = sd.thisSkill; sd.thisSkill = tempSkill; } else//如果该图标为空 { SetNotEmpty(sd.skillIcon.sprite, sd.thisSkill);//设为非空 thisSkill = sd.thisSkill; skillIcon.sprite = sd.skillIcon.sprite;//设置图标 //sd.skillIcon.color = new Color(sd.skillIcon.color.r, sd.skillIcon.color.g, sd.skillIcon.color.b, 0); //sd.thisSkill = null; sd.SetEmpty();//将对方置空 } //如果拖到下方区域,重新整理 if ((!isActive && !sd.existSkill) || (!sd.isActive && !sd.existSkill)) { skillsSetting.SortInactiveSkills(); } }
public void Buff() { skillTemp = player.playerSkills.Find(x => x.skillName.Contains("Buff")); damageTemp = player.GetComponent <playerScript>().damage *(1 + (skillTemp.power / 100)); doBuff = true; durationTemp = skillTemp.duration; }
public ActionResult skillsedit(int id, skill skill, HttpPostedFileBase photo) { skill.photoid = id; string filename = Path.GetFileName(photo.FileName); string _filename = DateTime.Now.ToString("yymmssfff") + filename; string extension = Path.GetExtension(photo.FileName); string path = Path.Combine(Server.MapPath("~/Content/Upload/"), _filename); //string fullpath = Path.Combine(path, filename); skill.photo = "~/Content/Upload/" + _filename; if (extension.ToLower() == ".jpg" || extension.ToLower() == ".jpeg" || extension.ToLower() == ".png") { if (photo.ContentLength <= 100000) { context.Entry(skill).State = EntityState.Modified; if (context.SaveChanges() > 0) { photo.SaveAs(path); ModelState.Clear(); } } else { ViewBag.msg = "not valid"; } } /*context.Entry(skill).State = EntityState.Modified; * context.SaveChanges(); //create the query*/ return(RedirectToAction("Index", "Dashboard")); }
// Use this for initialization void Start() { player = GameObject.FindWithTag("Player").GetComponent <playerScript>(); self = player.playerSkills.Find(x => x.skillName.Contains("Nuke")); power = self.power; size = self.size; }
protected virtual void OnEnable() { duration = baseDuration; CD = baseCD; skill = skill.dispo; validTargets = new List <IDamageable>(); }
public void Load() { GetComponent <skill>().Load(); GetComponent <player>().Load(); // Skills = GetComponent <skill>(); Player = GetComponent <player>(); // for (int i = 0; i < ContentView.childCount; i++) { Destroy(ContentView.GetChild(i).gameObject); } foreach (var item in Skills.Skill.SkillList) { if (item.IdMC == Player.Player.MC) { var e = Instantiate(ItemSkill, ContentView); var controll = e.GetComponent <ItemSkillControll>(); controll.item = item; controll.IdMC = item.IdMC; controll.Show_OnClick(); } } }
/// <summary> /// Agrega una skill a la lista de las skilles que requieren de esta skill para desbloquearlas. /// </summary> /// <param name="child">Skill que se agregara.</param> /// <param name="minLevel">Nivel minimo para desbloquear la skill agregada.</param> public void addChild(skill child, int minLevel) { if (child == null) { return; } if (minLevel < 1) { minLevel = 1; } if (children == null) { children = new List <skill>(); } if (minLevels == null) { minLevels = new List <int>(); } if (child.parents == null) { child.parents = new List <skill>(); } child.parents.Add(this); children.Add(child); minLevels.Add(minLevel); }
protected virtual void Update() { if (skill == skill.actif) { duration -= Time.deltaTime; if (duration <= 0) { if (cdEnd != null) { cdEnd(); } skill = skill.inCD; duration = baseDuration; } } else if (skill == skill.inCD) { CD -= Time.deltaTime; if (CD <= 0) { skill = skill.dispo; CD = baseCD; } } }
public void Load() { Player = MainEvent.GetComponent <player>(); Items = MainEvent.GetComponent <skill>(); foreach (var item in Items.Skill.SkillList) { if (item.IdSkill == IdSkill) { ImageSkill.sprite = Resources.Load <Sprite>("Skills/Icons/" + item.IdSkill.ToString()); NameSkill.text = item.NameSkill; Process.text = "Level: +" + item.UpLevel.ToString() + "/" + item.UpMax.ToString(); CoinUpdate.text = item.CoinUp.ToString() + " Coin to up level " + (item.UpLevel + 1).ToString(); Description.text = OnLoadDescription(item); if (item.UpLevel >= item.UpMax) { UpdateButton.GetComponentInChildren <Text>().text = "In Max Level Upgrade"; UpdateButton.interactable = false; CoinUpdate.text = "In Max Level Upgrade"; } else { if (Player.Player.Coin < item.CoinUp) { UpdateButton.interactable = false; UpdateButton.GetComponentInChildren <Text>().text = "Not enough coin"; } else { UpdateButton.interactable = true; UpdateButton.GetComponentInChildren <Text>().text = "Upgrade"; } } } } }
private void Update_Onclick() { Items = MainEvent.GetComponent <skill>(); foreach (var item in Items.Skill.SkillList) { if (item.IdSkill == IdSkill) { Player.Player.Coin -= item.CoinUp; item.CoinUp += (int)(item.CoinUp * item.CoinupInCrease); item.AMUp += item.AMUp * item.AblityUp; item.CoolDown -= item.CoolDown * item.AblityUp; item.CristUp += item.CristUp * item.AblityUp; item.DameSkill += item.DameSkill * item.AblityUp; item.DameUp += item.DameUp * item.AblityUp; item.DodgeUp += item.DodgeUp * item.AblityUp; item.HpRegen += item.HpRegen * item.AblityUp; item.MRUp += item.MRUp * item.AblityUp; item.UpLevel += 1; Items.Save(); Player.Save(); MainEvent.GetComponent <ItemSkillLoad>().OnLoadItem(); Load(); } } }
public IHttpActionResult Putskill(int id, skill skill) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != skill.id) { return(BadRequest()); } db.Entry(skill).State = EntityState.Modified; try { db.SaveChanges(); } catch (DbUpdateConcurrencyException) { if (!skillExists(id)) { return(NotFound()); } else { throw; } } return(StatusCode(HttpStatusCode.NoContent)); }
public void LoadSkill(string name, int num, int level) { skill find = globalData.allSkills.Find(x => x.skillName.Contains(name)); chosenSkills[num] = find; loadedSkillLevels[num] = level; }
public ActionResult Create(skill skills) { HttpClient client = new HttpClient(); client.BaseAddress = new Uri("http://127.0.0.1:9080"); client.PostAsJsonAsync <skill>("Pidev4GL-web/rest/Skill/ajout", skills).ContinueWith((postTask) => postTask.Result.EnsureSuccessStatusCode()); return(RedirectToAction("Index")); }
public ActionResult DeleteConfirmed(long id) { skill skill = _skillService.GetById((int)id); _skillService.Delete(skill); _skillService.commit(); return(RedirectToAction("Index")); }
// Use this for initialization void Start() { player = GameObject.FindWithTag("Player").GetComponent <playerScript>(); self = player.playerSkills.Find(x => x.skillName.Contains("SlowField")); size = self.size; duration = self.duration; power = self.power; }
private void pasteToolStripMenuItem_Click(object sender, EventArgs e) { if (this.tabControl1.SelectedIndex == 0) { this.currentSet.skill = this.copySet.skill; this.file.css[this.cbChar.SelectedIndex] = this.currentSet; this.lck = false; int selectedIndex = this.cbChar.SelectedIndex; this.cbChar.SelectedIndex = 0; this.cbChar.Items.Clear(); for (int index = 0; index < this.file.css.Count; ++index) { ComboBox.ObjectCollection items = this.cbChar.Items; string str1 = "Character "; charSkillSet charSkillSet = this.file.css[index]; string str2 = charSkillSet.charID.ToString("000"); string str3 = " - Costume "; charSkillSet = this.file.css[index]; string str4 = charSkillSet.costumeID.ToString("00"); string str5 = str1 + str2 + str3 + str4; items.Add((object)str5); } this.cbChar.SelectedIndex = selectedIndex; this.lck = true; } else { this.currentSkill = this.copySkill; this.UpdateCurrentSkill(); this.UpdateSkillList(); this.lck = false; this.txtShortName.Text = this.currentSkill.shortName; this.txtid.Text = this.currentSkill.id.ToString(); this.txtid2.Text = this.currentSkill.id2.ToString(); this.textBox1.Text = this.currentSkill.racelock.ToString(); this.txt1.Text = this.currentSkill.unk1.ToString(); this.txt2.Text = this.currentSkill.unk2.ToString(); this.txtHair.Text = this.currentSkill.hair.ToString(); this.txt3.Text = this.currentSkill.unk3.ToString(); this.txt4.Text = this.currentSkill.Paths[0]; this.txt5.Text = this.currentSkill.Paths[1]; this.txt6.Text = this.currentSkill.Paths[2]; this.txt7.Text = this.currentSkill.Paths[3]; this.txt8.Text = this.currentSkill.Paths[4]; this.txt9.Text = this.currentSkill.Paths[5]; this.txt10.Text = this.currentSkill.Paths[6]; this.txt11.Text = this.currentSkill.unk4.ToString(); this.txt12.Text = this.currentSkill.unk5.ToString(); this.txt13.Text = this.currentSkill.unk6.ToString(); this.txt14.Text = this.currentSkill.unk7.ToString(); this.txt15.Text = this.currentSkill.unk8.ToString(); this.txt16.Text = this.currentSkill.unk9.ToString(); this.txt17.Text = this.currentSkill.unk10.ToString(); this.txt18.Text = this.currentSkill.unk11.ToString(); this.lck = true; } this.lblStatus.Text = "Data has been pasted in"; }
void init_garen_skills() { Q_skill = new skill(); Q_skill.need_indicate_target = false; W_skill = new skill(); W_skill.need_indicate_target = false; W_skill.cd = 24f; E_skill = new skill(); E_skill.need_indicate_target = false; R_skill = new skill(); R_skill.need_indicate_target = true; Passive_skill = new skill(); Q_timer = new Utility.Timer(Q_cd); Q_timer.finish(); W_timer = new Utility.Timer(W_skill.cd); W_timer.finish(); E_timer = new Utility.Timer(E_cd); E_timer.finish(); R_timer = new Utility.Timer(R_skill.cd); R_timer.finish(); Passive_timer = new Utility.Timer(Passive_skill.cd); Q_flag = false; W_flag = false; E_flag = false; Passive_flag = false; //Q : Decisive Strike Q_skill.cd = 8f; Q_skill.dmg = 30f; Q_skill.ad_ratio = 1.4f; Q_skill.timer.change_max_timer(Q_skill.cd); Q_dur_timer = new Utility.Timer(4.5f); //its fixed Q_move_dur_timer = new Utility.Timer(Q_move_time); Q_silence_time = 1.5f; //TODO test only Q_skill.level = 4; upgrade_skill("Q"); //W : W_dur_timer = new Utility.Timer(W_dur); //E : Judgement E_dur_timer = new Utility.Timer(E_dur); E_aoe_prefab = Resources.Load("Prefabs/Champions/Garen/Garen_E_prefab") as GameObject; E_damage = new Types.damage_combo(); //TODO test only E_skill.level = 0; upgrade_skill("E"); W_skill.level = 0; upgrade_skill("W"); //TODO test only R_skill.level = 2; upgrade_skill("R"); }
//public List<PlayerAttributes> AffectedAttributes = new List<PlayerAttributes>(); public skill(skill s) { ID = s.ID; icon = s.icon; skillname = s.skillname; Description = s.Description; cooldown = s.cooldown; mana = s.mana; }
public TrainingSkill(int skillID, int level, int trainingStartSP, int levelStartSP, int levelEndSP, DateTime endDate, DateTime startDate) { this.Skill = SDEEntities.SDE.GetSkillFromID(skillID).First(); this.TrainingLevel = level; this.TrainingStartSP = trainingStartSP; this.LevelEndSP = levelEndSP; this.LevelStartSP = levelStartSP; this.EndDate = endDate; this.StartDate = startDate; }
public void Heal() { skillTemp = player.playerSkills.Find(x => x.skillName.Contains("Heal")); shouldTick = true; doHeal = true; //set this early to get the inital tick on startup tick = true; durationTemp = skillTemp.duration; }
public void SetNotEmpty(Sprite sp, skill sk)//设为非空 { existSkill = true; if (!isActive) { thisImg.color = new Color(thisImg.color.r, thisImg.color.g, thisImg.color.b, 1); } skillIcon.gameObject.SetActive(true); //激活子物体 thisSkill = sk; skillIcon.sprite = sp; //设置图标 }
public IHttpActionResult Getskill(int id) { skill skill = db.skills.Find(id); if (skill == null) { return(NotFound()); } return(Ok(skill)); }
public ActionResult Edit([Bind(Include = "ID,name")] skill skill) { //TODO: This action need to be deeply reviewed if (ModelState.IsValid) { db.Entry(skill).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(skill)); }
public attack() { attackvalue = 0; ison = false; power = 10; attackrange = new int[6]; for (int i=0; i<6; i++) { attackrange[i]=0; } s = new skill[4]; for(int i=0; i<4; i++) { s[i]=new skill(); } }
public skill(skill otherskill) { name = otherskill.getName(); level = otherskill.getLevel(); }
public void setskill(skill sk,int i) { s[i] = sk; }
public void addBuff(int a,skill s) { float m = s.value; if (a == 0) m = -m; switch(s.type){ case "hp":this.hp+=m;break; case "at":this.at+=m;break; case "ag":this.ag+=m;break; case "hi":this.hi+=m;break; case "av":this.av+=m;break; case "cr":this.cr+=m;break; case "cpro":this.cpro+=m;break; case "de":this.de+=m;break; case "depro":this.depro+=m;break; case "atpro":this.atpro+=m;break; case "damage":this.damage+=m;break; case "enLiMaxPer":this.enLiMaxPer+=m;break; case "enLiCurPer":this.enLiCurPer+=m;break; case "thLiMaxPer":this.thLiMaxPer+=m;break; case "thLiCurPer":this.thLiCurPer+=m;break; case "clDem":this.clDem+=m;break; case "goldGetSec":this.goldGetSec+=m;break; case "goldGet":this.goldGet+=m;break; case "goldGetKill":this.goldGetKill+=m;break; case "expGet":this.expGet+=m;break; case "expNeed":this.expNeed+=m;break; case "boxGetProb":this.boxGetProb+=m;break; case "boxGoldAdd":this.boxGoldAdd+=m;break; case "boxArtProb":this.boxArtProb+=m;break; case "boxAdvArtProb":this.boxAdvArtProb+=m;break; case "ArtSmeProb":this.ArtSmeProb+=m;break; case "ArtSmeNeed":this.ArtSmeNeed+=m;break; case "resetGold":this.resetGold+=m;break; case "resetExp":this.resetExp+=m;break; } }
// Use this for initialization void Start() { _camera = Camera.main; screenWidth = _camera.pixelWidth; screenHeight = _camera.pixelHeight; for (int i=0; i<4; i++) { mattack[i]=new attack(); mskill[i]=new skill(); } mattack [0].changeOnOff (); mattack [0].setAttackrange (0, 1); mattack [0].setAttackvalue (100); }
public skill clone(skill element) { this.code = element.code; this.name = element.name; this.cd = element.cd; this.thisCd = element.thisCd; this.life = element.life; this.type = element.type; this.NumPer = element.NumPer; this.target = element.target; this.rate = element.rate; this.value = element.value; return this; }
private void getAllHero() { for (int i=0; i<fightUnitDataJson.Count; i++){ if(fightUnitDataJson [i] ["type"].ToString()=="0"){ hero goData=new hero(); goData.code=fightUnitDataJson [i] ["code"].ToString(); goData.name=fightUnitDataJson [i] ["name"].ToString(); goData.level=1; goData.maxData.hp=float.Parse(fightUnitDataJson [i]["hp"].ToString()); goData.maxData.at=float.Parse(fightUnitDataJson [i]["at"].ToString()); goData.maxData.ag=float.Parse(fightUnitDataJson [i]["ag"].ToString()); goData.maxData.hi=float.Parse(fightUnitDataJson [i]["hi"].ToString()); goData.maxData.av=float.Parse(fightUnitDataJson [i]["av"].ToString()); goData.maxData.cr=float.Parse(fightUnitDataJson [i]["cr"].ToString()); goData.maxData.cpro=float.Parse(fightUnitDataJson [i]["cpro"].ToString()); goData.maxData.de=float.Parse(fightUnitDataJson [i]["de"].ToString()); goData.maxData.depro=float.Parse(fightUnitDataJson [i]["depro"].ToString()); goData.maxData.atpro=float.Parse(fightUnitDataJson [i]["atpro"].ToString()); goData.thisData.clone(goData.maxData); for(int j=0;j<fightUnitDataJson [i] ["skill"].Count;j++) foreach(skill S in skillData) if(fightUnitDataJson [i] ["skill"][j]["skill"].ToString()==S.code){ skill sk=new skill(); sk.clone(S); goData.skill.Add(sk); } allHero.Add(goData); } } }
private void getAllkill() { for (int i=0; i<skillJson.Count; i++){ skill goData=new skill(); goData.code=skillJson [i] ["code"].ToString(); goData.name=skillJson [i] ["name"].ToString(); goData.cd=float.Parse(skillJson [i] ["cd"].ToString()); goData.thisCd=goData.cd; goData.life=float.Parse(skillJson [i] ["life"].ToString()); goData.type=skillJson [i] ["type"].ToString(); goData.NumPer=int.Parse(skillJson [i] ["NumPer"].ToString()); goData.target=int.Parse(skillJson [i] ["target"].ToString()); goData.rate=float.Parse(skillJson [i] ["rate"].ToString()); goData.value=float.Parse(skillJson [i] ["value"].ToString()); skillData.Add(goData); } }