public void CreateSkillArea(Skill skill) { skillConf = XMLData.SkillConfigs.Find(a => a.id == skill.id); skillLevel = XMLData.SkillLevelConfs.Find(a => a.id == skill.id && a.level == skill.level); if (gas < skillLevel.gas) { return; } SkillUse.GetSkillArea(skillConf, skillLevel); }
public void Init(Skill skill) { this.skill = skill; SkillConf conf = XMLData.SkillConfigs.Find(a => a.id == skill.id); SkillLevelConf levelConf = XMLData.SkillLevelConfs.Find(a => a.id == skill.id && a.level == skill.level); nameLabel.text = conf.skillName; item.Init(skill); level.text = "LV." + skill.level; string text = string.Format(conf.des, Mathf.Abs(levelConf.original).ToString(), levelConf.multiple.ToString()); des.text = text; }
public InGameBaseObj AddSkill(int skill, enMSCamp camp) { gameObjInstanceId++; SkillConf conf = ConfigManager.skillConfManager.dataMap[skill]; GameObject obj = Resources.Load(conf.filepath) as GameObject; obj = InGameManager.Instantiate(obj); InGameBaseObj objscript = obj.GetComponent <InGameBaseObj>(); objscript.Init(gameObjInstanceId, skill, camp); addList.Add(objscript); return(objscript); }
public void Create(int level, CharacterConf character) { IsNPC = true; this.id = character.id; this.level = level; speed = character.speed + ((level - 1) * character.levelSpeed); strength = character.strength + ((level - 1) * character.levelStrength); energy = character.energy + ((level - 1) * character.levelEnergy); blood = character.blood + ((level - 1) * character.levelBlood) + (strength * 20); totalBlood = blood; moves = speed / 5; roundGas = energy / 5; gas = roundGas; totalGas = roundGas * 2; skillConf = XMLData.SkillConfigs.Find(a => a.id == character.skill); skillLevel = XMLData.SkillLevelConfs.Find(a => a.id == character.skill); }
public void GetSkillArea(SkillConf skill, SkillLevelConf skillLevel) { mapp = GameManage.Instance.mapPoints; rangeList.Clear(); damageList.Clear(); this.skill = skill; this.skillLevel = skillLevel; switch (skill.skillAreaType) { case SkillAreaType.Line: GetArea(); ShowRange(); break; case SkillAreaType.Self: GetSelf(); ShowSkill(); break; case SkillAreaType.OuterCircle: GetArea(); ShowRange(); break; case SkillAreaType.Circle: GetArea(); foreach (SkillPoint p in rangeList) { SkillPoint point = new SkillPoint(p.x, p.y, PointType.LEFT); damageList.Add(point); } ShowSkill(); break; case SkillAreaType.Point: GetArea(); ShowRange(); break; } }
private void ReadSkill(CsvReader cr) { int fieldCount = cr.FieldCount; string [] headers = cr.GetFieldHeaders(); //cr.ReadNextRecord ();// the real head while (cr.ReadNextRecord()) { int i = 0; SkillConf conf = new SkillConf(); conf.id = int.Parse(cr[i++]); conf.name = cr[i++]; conf.skillType = int.Parse(cr[i++]); conf.kind = int.Parse(cr[i++]); conf.isManual = int.Parse(cr[i++]); conf.skillLimit = int.Parse(cr[i++]); conf.skillTime = int.Parse(cr[i++]); conf.summonID = int.Parse(empty2number(cr[i++])); conf.summonNum = int.Parse(empty2number(cr[i++])); conf.skillRange = int.Parse(empty2number(cr[i++])); SkillConfManager.Instance.AddSkillConf(conf); } }
public static float CalculateDamage(Character character, SkillLevelConf skill, SkillConf skillConf) { int skillAddition = 0; switch (skillConf.skillAdditionType) { case SkillAdditionType.energy: skillAddition = character.energy; break; case SkillAdditionType.strength: skillAddition = character.strength; break; case SkillAdditionType.speed: skillAddition = character.speed; break; case SkillAdditionType.level: skillAddition = character.level; break; } return(skill.original + skill.multiple * skillAddition); }
public void AddSkillConf(SkillConf conf) { skillConfs.Add(conf.id, conf); }