public bool IsEquiped(ItemIdentity itemIdentity) { if (this.RightHand != null) { if (this.RightHand.Identity == itemIdentity) { return(true); } } if (this.LeftHand != null) { if (this.LeftHand.Identity == itemIdentity) { return(true); } } if (this.Armor != null) { if (this.Armor.Identity == itemIdentity) { return(true); } } return(false); }
public void ProduceItem(ItemIdentity id) { bool alreadyHaveThisType = false; int order = 0; if (this.m_Data.ProduceItem == null) { this.m_Data.ProduceItem = new List <KeyValuePair <ItemType, List <ItemIdentity> > >(); } else { foreach (KeyValuePair <ItemType, List <ItemIdentity> > productList in this.m_Data.ProduceItem) { order += productList.Value.Count; if (productList.Key == id.itemType) { alreadyHaveThisType = true; productList.Value.Add(id); break; } } } if (!alreadyHaveThisType) { List <ItemIdentity> newList = new List <ItemIdentity>() { id }; this.m_Data.ProduceItem.Add(new KeyValuePair <ItemType, List <ItemIdentity> >(id.itemType, newList)); } this.m_CommunicationHelper.SendProduceItemRequest(this.m_Data.BuildingID, id, order); this.m_AlreadyProduceItemCapacity++; }
public ArmorDefenceModifier(float amount, ItemIdentity armorRequired) : base() { base.Duration = null; this.Amount = amount; base.IsUsed = false; this.Required = armorRequired; }
internal bool HasItemEquiped(ItemIdentity requiredItem) { if (this.Armor != null) { if (this.Armor.Identity == requiredItem) { return(true); } } //if (this.Holster.Any(weap => weap.Data.Identity == requiredItem)) // return true; if (this.RightHand != null) { if (this.RightHand.Identity == requiredItem) { return(true); } } if (this.LeftHand != null) { if (this.LeftHand.Identity == requiredItem) { return(true); } } return(false); }
internal ItemModel CreateNewItem(ItemIdentity itemId, int mapId, Point position, int?subType) { return(base.Post(itemsAddress + "CreateNew/", new ItemModel() { Identity = (int)itemId, WorldMapId = mapId, WorldX = position.X, WorldY = position.Y, SubType = subType })); }
public WeaponPowerModifier(float amount, ItemIdentity weaponRequired) : base() { base.Duration = null; this.Amount = amount; base.IsUsed = false; this.WeaponRequired = weaponRequired; }
public void SendCancelProduceItemRequest(ItemIdentity itemID) { ItemProduceCancelRequestParameter request = new ItemProduceCancelRequestParameter(); request.ItemType = itemID.itemType; request.ItemNO = itemID.itemNO; CommunicationUtility.Instance.CancelProduceItem(request); }
public void AddItemToCamp(ItemIdentity item) { if (this.m_Data.AvailableItem == null) { this.m_Data.AvailableItem = new List <ItemIdentity>(); } this.m_Data.AvailableItem.Add(item); this.m_AlreadyItemCapacity++; }
public void SendFinishProduceItemRequest(ItemIdentity itemID, BuildingIdentity campID) { ItemProduceSuccessRequestParameter request = new ItemProduceSuccessRequestParameter(); request.ItemType = itemID.itemType; request.ItemNO = itemID.itemNO; request.OwnerBuildingType = campID.buildingType; request.OwnerBuildingNO = campID.buildingNO; CommunicationUtility.Instance.FinishProduceItem(request); }
public void SendProduceItemRequest(BuildingIdentity factoryID, ItemIdentity itemID, int order) { ItemProduceRequestParameter request = new ItemProduceRequestParameter(); request.FactoryBuildingType = factoryID.buildingType; request.FactoryBuildingNO = factoryID.buildingNO; request.ItemType = itemID.itemType; request.ItemNO = itemID.itemNO; request.ProduceOrder = order; CommunicationUtility.Instance.ProduceItem(request); }
private Item CreateItem(ItemIdentity identity) { switch (identity) { case ItemIdentity.Bag: return(new BagItem()); case ItemIdentity.Gold: return(new GoldItem()); case ItemIdentity.LeatherArmor: return(new LeatherArmorItem()); case ItemIdentity.PlateArmor: return(new PlateArmorItem()); case ItemIdentity.ClothRobe: return(new ClothArmorItem()); case ItemIdentity.Dagger: return(new DaggerItem()); case ItemIdentity.Sword: return(new SwordItem()); case ItemIdentity.Bow: return(new BowItem()); case ItemIdentity.PowerScoll: return(new PowerScrollItem()); case ItemIdentity.Bandage: return(new BandageItem()); case ItemIdentity.Corpse: return(new CorpseItem()); default: throw new Exception("Unknown ItemIdentity!"); } }
public ItemsCheckedInToInventory(ItemIdentity id, int count) { Count = count; }
public void InitialWithResponseData(FriendResponseParameter parameter, string friendName) { UserData userData = new UserData(); userData.Name = friendName; userData.Honour = parameter.Honour; userData.Level = parameter.Level; userData.CurrentStoreGold = parameter.PlayerGold; userData.CurrentStoreFood = parameter.PlayerFood; userData.CurrentStoreOil = parameter.PlayerOil; userData.ConfigData = ConfigInterface.Instance.PlayerConfigHelper.GetPlayerData(parameter.Level); this.m_FriendData = new PlayerLogicData(userData); this.m_LogicObjects = new Dictionary <BuildingType, Dictionary <int, BuildingLogicObject> >(); this.m_ArmyObjects = new Dictionary <ArmyType, Dictionary <int, FriendArmyParameter> >(); this.m_Mercenaries = new Dictionary <MercenaryType, int>(); this.m_ItemObjects = new Dictionary <ItemType, Dictionary <int, FriendItemParameter> >(); this.m_AchievementBuildings = new Dictionary <int, AchievementBuildingLogicData>(); this.m_Buffs = new List <BuffLogicData>(); this.m_Props = new List <PropsLogicData>(); this.m_ResourceManager = new ResourceManager(); this.m_ArmyLevels = new Dictionary <ArmyType, int>(); Dictionary <BuildingType, Dictionary <int, BuildingData> > datas = new Dictionary <BuildingType, Dictionary <int, BuildingData> >(); this.m_RemovableObjects = new Dictionary <long, RemovableObjectLogicData>(); int objectID = 0; foreach (FriendObjectParameter param in parameter.Objects) { RemovableObjectData data = new RemovableObjectData(); data.BuilderBuildingNO = param.BuilderBuildingNO; data.Position = new TilePosition(param.PositionColumn, param.PositionRow); if (param.IsRemoving) { if (param.BuilderBuildingNO.HasValue) { data.RemainingWorkload = 0; } else { data.RemainingWorkload = 1; } } data.RemovableObjectNo = objectID; data.RemovableObjectType = param.ObjectType; data.ConfigData = ConfigInterface.Instance.RemovableConfigHelper.GetRemovableObjectData(param.ObjectType); this.m_RemovableObjects.Add(objectID, new RemovableObjectLogicData(data)); objectID++; } int buildingNo = 0; foreach (FriendAchievementBuildingParameter param in parameter.AchievementBuildings) { AchievementBuildingData data = new AchievementBuildingData(); data.AchievementBuildingType = param.AchievementBuildingType; data.BuildingNo = buildingNo++; data.BuildingPosition = new TilePosition(param.PositionColumn, param.PositionRow); data.Life = param.Life; data.ConfigData = ConfigInterface.Instance.AchievementBuildingConfigHelper.GetAchievementBuildingData(param.AchievementBuildingType); this.m_AchievementBuildings.Add(data.BuildingNo, new AchievementBuildingLogicData(data)); } foreach (FriendBuffParameter buff in parameter.Buffs) { BuffData b = new BuffData(); b.RelatedPropsType = buff.PropsType; b.RemainingCD = 10; b.BuffConfigData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(buff.PropsType).FunctionConfigData as PropsBuffConfigData; BuffLogicData data = new BuffLogicData(b); this.m_Buffs.Add(data); } int tempPropsID = 0; foreach (FriendPropsParameter props in parameter.Props) { PropsData p = new PropsData(); PropsConfigData propsConfigData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(props.PropsType); p.PropsConfigData = propsConfigData; p.PropsNo = tempPropsID++; p.PropsType = props.PropsType; p.RemainingCD = 10; p.RemainingUseTime = propsConfigData.MaxUseTimes; PropsLogicData data = new PropsLogicData(p); this.m_Props.Add(data); } foreach (FriendBuildingParameter param in parameter.Buildings) { BuildingConfigData configData = ConfigInterface.Instance.BuildingConfigHelper.GetBuildingData(param.BuildingTypeID, param.Level); BuildingData data = new BuildingData(); data.BuilderBuildingNO = param.BuilderBuildingNO; data.BuildingID = new BuildingIdentity(param.BuildingTypeID, param.BuildingNO); data.BuildingPosition = new TilePosition(param.PositionColumn, param.PositionRow); data.Level = param.Level; if (param.IsUpgrading) { if (param.BuilderBuildingNO.HasValue) { data.UpgradeRemainingWorkload = 1; } else { data.UpgradeRemainingWorkload = 0; } } if (param.IsResourceAccelerate) { data.RemainResourceAccelerateTime = 1; } if (param.IsArmyAccelerate) { data.RemainArmyAccelerateTime = 1; } if (param.IsItemAccelerate) { data.RemainItemAccelerateTime = 1; } data.ConfigData = configData; if (param.CurrentStoreGold.HasValue) { data.CurrentStoreGold = param.CurrentStoreGold.Value; } else if (configData.CanStoreGold) { this.m_ResourceManager.AddStorage(ResourceType.Gold, data.BuildingID, configData.StoreGoldCapacity); } if (param.CurrentStoreFood.HasValue) { data.CurrentStoreFood = param.CurrentStoreFood.Value; } else if (configData.CanStoreFood) { this.m_ResourceManager.AddStorage(ResourceType.Food, data.BuildingID, configData.StoreFoodCapacity); } if (param.CurrentStoreOil.HasValue) { data.CurrentStoreOil = param.CurrentStoreOil.Value; } else if (configData.CanStoreOil) { this.m_ResourceManager.AddStorage(ResourceType.Oil, data.BuildingID, configData.StoreOilCapacity); } if (!this.m_LogicObjects.ContainsKey(param.BuildingTypeID)) { this.m_LogicObjects.Add(param.BuildingTypeID, new Dictionary <int, BuildingLogicObject>()); } if (!datas.ContainsKey(param.BuildingTypeID)) { datas.Add(param.BuildingTypeID, new Dictionary <int, BuildingData>()); } this.m_LogicObjects[param.BuildingTypeID].Add(param.BuildingNO, new BuildingLogicObject(data, (int)BuildingFunction.ProduceResource, false)); datas[param.BuildingTypeID].Add(param.BuildingNO, data); data.AvailableMercenary = new List <MercenaryIdentity>(); if (param.Mercenaries != null) { foreach (KeyValuePair <MercenaryType, int> mercenary in param.Mercenaries) { MercenaryConfigData mercenaryConfigData = ConfigInterface.Instance.MercenaryConfigHelper.GetMercenaryData(mercenary.Key); this.m_AlreadyArmyCapacity += mercenaryConfigData.CapcityCost * mercenary.Value; for (int i = 0; i < mercenary.Value; i++) { data.AvailableMercenary.Add(new MercenaryIdentity(mercenary.Key, i)); if (!this.m_Mercenaries.ContainsKey(mercenary.Key)) { this.m_Mercenaries.Add(mercenary.Key, 0); } this.m_Mercenaries[mercenary.Key]++; } } } data.AvailableArmy = new List <ArmyIdentity>(); if (param.Armies != null) { foreach (FriendArmyParameter army in param.Armies) { if (!this.m_ArmyLevels.ContainsKey(army.ArmyType)) { this.m_ArmyLevels.Add(army.ArmyType, army.ArmyLevel); } ArmyType type = army.ArmyType; ArmyConfigData armyConfigData = ConfigInterface.Instance.ArmyConfigHelper.GetArmyData(army.ArmyType, army.ArmyLevel); this.m_AlreadyArmyCapacity += armyConfigData.CapcityCost; if (!this.m_ArmyObjects.ContainsKey(type)) { this.m_ArmyObjects.Add(type, new Dictionary <int, FriendArmyParameter>()); } ArmyIdentity armyID = new ArmyIdentity(type, this.m_ArmyObjects[type].Count); data.AvailableArmy.Add(armyID); this.m_ArmyObjects[type].Add(armyID.armyNO, army); } } data.AvailableItem = new List <ItemIdentity>(); if (param.Items != null) { foreach (FriendItemParameter item in param.Items) { ItemType type = item.ItemType; if (!this.m_ItemObjects.ContainsKey(type)) { this.m_ItemObjects.Add(type, new Dictionary <int, FriendItemParameter>()); } ItemIdentity itemID = new ItemIdentity(type, this.m_ItemObjects[type].Count); data.AvailableItem.Add(itemID); this.m_ItemObjects[type].Add(itemID.itemNO, item); } } this.m_TotalCampCapacity += configData.ArmyCapacity; } Dictionary <ResourceType, Dictionary <BuildingIdentity, int> > result = this.m_ResourceManager.CalculateStorage (userData.CurrentStoreGold, userData.CurrentStoreFood, userData.CurrentStoreOil); foreach (KeyValuePair <ResourceType, Dictionary <BuildingIdentity, int> > resource in result) { foreach (KeyValuePair <BuildingIdentity, int> r in resource.Value) { switch (resource.Key) { case ResourceType.Gold: { datas[r.Key.buildingType][r.Key.buildingNO].CurrentStoreGold = r.Value; } break; case ResourceType.Food: { datas[r.Key.buildingType][r.Key.buildingNO].CurrentStoreFood = r.Value; } break; case ResourceType.Oil: { datas[r.Key.buildingType][r.Key.buildingNO].CurrentStoreOil = r.Value; } break; } } } }
public InventoryItemCreated(ItemIdentity id, string name) : base(id) { }
public CreateItemCommand(ItemIdentity itemId) { Id = itemId; }
public ItemLogicObject GetItemObject(ItemIdentity id) { return(this.m_ItemModule.GetItemObject(id)); }
private Item CreateNewItem(ItemIdentity itemId, int mapId, Point position, int?subType) { ItemModel newItem = dataContext.CreateNewItem(itemId, mapId, position, subType); return(this.CreateItem(newItem)); }
private void Apply(InventoryItemCreated e) { _id = e.Id; _activated = true; }
public ItemDeletedEvent(ItemIdentity id) { Id = id; }
public InventoryItemDeactivated(ItemIdentity id) : base(id) { }
public ItemLogicObject GetItemObject(ItemIdentity id) { return(this.m_Items[id.itemType][id.itemNO]); }
public InventoryItem(ItemIdentity id) : base(id) { base.ApplyChange(new InventoryItemCreated(id, "Hello")); }
protected override IItemFactory GetItemFactory(ItemIdentity identity) { return(new ServerItemFactory(identity)); }
protected override IItemFactory GetItemFactory(ItemIdentity identity) { return(ClientItemFactory.Get(identity)); }
protected virtual void ShowProgress() { if (!this.BuildingBehavior.Created) { return; } if (SceneManager.Instance.SceneMode == SceneMode.SceneVisit) { if (this.BuildingLogicData.CurrentBuilidngState != BuildingEditorState.Normal) { this.ActiveFacility(true); } else { this.ActiveFacility(false); } return; } if (this.BuildingLogicData.CurrentBuilidngState == BuildingEditorState.Update) { this.ActiveFacility(true); foreach (KeyValuePair <int, ProgressBarBehavior> pb in m_ProgressBarBehaviorDictionary) { if (pb.Key == 4) { pb.Value.gameObject.SetActive(true); pb.Value.SetProgressPosition(0); pb.Value.SetProgressBar((this.BuildingLogicData.UpgradeWorkload - this.BuildingLogicData.UpgradeRemainingWorkload) / this.BuildingLogicData.UpgradeWorkload, this.BuildingLogicData.UpgradeRemainingWorkload / this.BuildingLogicData.AttachedBuilderEfficiency, false, string.Empty); } else { pb.Value.gameObject.SetActive(false); } } } else { this.ActiveFacility(false); m_ProgressBarBehaviorDictionary[4].gameObject.SetActive(false); if (this.BuildingLogicData.CurrentBuilidngState == BuildingEditorState.Normal) { int order = 0; foreach (KeyValuePair <int, ProgressBarBehavior> pb in m_ProgressBarBehaviorDictionary) { switch (pb.Key) { case 0: //0 = UpgradeSpell if (this.BuildingLogicData.ItemUpgrade.HasValue) { pb.Value.gameObject.SetActive(true); pb.Value.SetProgressPosition(order); float remainingTime = this.BuildingLogicData.ItemUpgradeRemainingTime; float progress = (this.BuildingLogicData.ItemUpgradeTotalWorkload - this.BuildingLogicData.ItemUpgradeRemainingWorkload) / (float)this.BuildingLogicData.ItemUpgradeTotalWorkload; pb.Value.SetProgressBar(progress, remainingTime, true, ClientSystemConstants.Spell_ICON_COMMON_DICTIONARY[this.BuildingLogicData.ItemUpgrade.Value]); order++; } else { pb.Value.gameObject.SetActive(false); } break; case 1: //ProduceSpell if (this.BuildingLogicData.ItemProducts != null) { if (this.BuildingLogicData.ItemProducts.Count > 0) { pb.Value.gameObject.SetActive(true); pb.Value.SetProgressPosition(order); ItemIdentity itemIdentity = this.BuildingLogicData.ItemProducts[0].Value[0]; ItemLogicObject itemLogicObject = LogicController.Instance.GetItemObject(itemIdentity); float remainingTime = (float)itemLogicObject.ProduceRemainingWorkload / ConfigInterface.Instance.SystemConfig.ProduceItemEfficiency; float progress = (itemLogicObject.ProduceTotalWorkload - itemLogicObject.ProduceRemainingWorkload) / (float)itemLogicObject.ProduceTotalWorkload; pb.Value.SetProgressBar(progress, remainingTime, true, ClientSystemConstants.Spell_ICON_COMMON_DICTIONARY[itemIdentity.itemType]); order++; } else { pb.Value.gameObject.SetActive(false); } } break; case 2: //2 = UpgradeArmy if (this.BuildingLogicData.ArmyUpgrade.HasValue) { if (this.BuildingLogicData.IsArmyProduceBlock && !this.BuildingBehavior.IsClick) { order++; } pb.Value.gameObject.SetActive(true); pb.Value.SetProgressPosition(order); float remainingTime = this.BuildingLogicData.ArmyUpgradeRemainingTime; // (float)this.BuildingLogicData.ArmyUpgradeRemainWorkload / this.BuildingLogicData.ArmyUpgradeEfficiency; float progress = (this.BuildingLogicData.ArmyUpgradeTotalWorkload - this.BuildingLogicData.ArmyUpgradeRemainWorkload) / (float)this.BuildingLogicData.ArmyUpgradeTotalWorkload; pb.Value.SetProgressBar(progress, remainingTime, true, ClientSystemConstants.ARMY_UPGRADE_ICON_COMMON_DICTIONARY[this.BuildingLogicData.ArmyUpgrade.Value]); order++; } else { pb.Value.gameObject.SetActive(false); } break; case 3: //ProduceArmy if (this.BuildingLogicData.ArmyProducts != null && !this.BuildingLogicData.IsArmyProduceBlock) { if (this.BuildingLogicData.ArmyProducts.Count > 0) { pb.Value.gameObject.SetActive(true); pb.Value.SetProgressPosition(order); ArmyIdentity armyIdentity = this.BuildingLogicData.ArmyProducts[0].Value[0]; ArmyLogicData armyLogicData = LogicController.Instance.GetArmyObjectData(armyIdentity); float remainingTime = (float)armyLogicData.ProduceRemainingWorkload / ConfigInterface.Instance.SystemConfig.ProduceArmyEfficiency; float progress = (armyLogicData.ProduceTotalWorkload - armyLogicData.ProduceRemainingWorkload) / (float)armyLogicData.ProduceTotalWorkload; pb.Value.SetProgressBar(progress, remainingTime, true, ClientSystemConstants.ARMY_ICON_COMMON_DICTIONARY[armyIdentity.armyType]); order++; } else { pb.Value.gameObject.SetActive(false); } } else { pb.Value.gameObject.SetActive(false); } break; } } } } }
internal static void Load(ItemIdentity identity, IItemFactory clientFactory) { factories[(int)identity] = clientFactory; }
internal static IItemFactory Get(ItemIdentity identity) { return(factories[(int)identity]); }
public ItemUpdatedEvent() { Id = ItemIdentity.Default_Id; }
public ServerItemFactory(ItemIdentity identity) { this.identity = identity; }
public ItemUpdatedEvent(ItemIdentity id) { Id = id; }
protected abstract IItemFactory GetItemFactory(ItemIdentity identity);
public FriendItemParameter GetItem(ItemIdentity id) { return(this.m_ItemObjects[id.itemType][id.itemNO]); }