public static string GetSkillDisplayName(SkillEnum skillCode) { var skillIntroTextConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.SkillIntroTextConfig) as SkillIntroTextConfig; if (skillIntroTextConfig != null) { var index = skillIntroTextConfig.SkillCodeList.FindIndex(x => x == (int)skillCode); if (index < 0) { Debug.LogError("配置里不存在该技能的数据skillCode:" + skillCode); return(null); } if (index < skillIntroTextConfig.DisplayNameList.Count) { return(skillIntroTextConfig.DisplayNameList[index]); } else { Debug.LogError("skillIntroTextConfig.DisplayNameList长度不对.Count:" + skillIntroTextConfig.DisplayNameList.Count); } } Debug.LogError("怎能没有SkillIntroTextConfig"); return(null); }
private void CmdChangeAttribute(NetworkInstanceId unitId, SkillEnum attEnum, float value) { if (NetworkServer.objects.ContainsKey(unitId)) { NetworkServer.objects[unitId].GetComponent <Unit>().SetSkillLevel(attEnum, value); } }
private void createPirates() { SkillEnum[] skillList = new SkillEnum[] {}; // Create pirates. Randomize pirate skills. for (int pi = 0; pi < numPirates; pi++) { Pirate pirate = new Pirate(); pirates.Add(pirate); for (int si = 0; si < Pirate.numSkills; si++) { if (skillList.Length == 0) { skillList = getAllSkills(); } SkillEnum skill = skillList.Rnd(); pirate.skills.Add(skill); } pirate.skills.Sort(); onPirateCreated.Invoke(pirate); } // Choose the mutineer Pirate mutineer = pirates.Rnd(); mutineer.mutiny = Pirate.maxMutiny; mutineer.mutineer = true; }
public int GetSkillModifier(SkillEnum skill) { var sk = Skills.First(a => a.Name == skill); var ab = Abilities.First(a => a.Name == sk.Category); return(sk.IsProficient ? ab.Modifier + ProficiencyBonus : ab.Modifier); }
public static Skill GetSkill(SkillEnum kind, Level level) { SkillTimeConfig stc = skillTimeDictionary[kind][level]; // need to optimize switch (kind) { case SkillEnum.AbsIntonation: return(new AbsIntonation(stc)); case SkillEnum.BlockReduction: return(new BlockReduction(stc)); case SkillEnum.BonusScore: return(new BonusScore(stc)); case SkillEnum.Clear: return(new Clear(stc)); case SkillEnum.DoubleScore: return(new DoubleScore(stc)); case SkillEnum.LoserEatDust: return(new LoserEatDust(stc)); case SkillEnum.TripleScore: return(new TripleScore(stc)); case SkillEnum.NullSkill: return(new NullSkill(stc)); default: return(null); } }
public static SkillEnum FsmEnumPopup(GUIContent label, Skill fsm, SkillEnum fsmEnum, Type objectType) { EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]); fsmEnum = VariableEditor.DoFsmEnumPopup(label, fsm, fsmEnum, objectType); VariableEditor.EndVariableEditor(fsmEnum); return(fsmEnum); }
private void createTasks() { SkillEnum[] skillList = new SkillEnum[] {}; for (int ti = 0; ti < 3; ti++) { Task task = new Task(); tasks.Add(task); for (int si = 0; si < Task.numSkills; si++) { if (skillList.Length == 0) { skillList = getAllSkills(); } SkillEnum skill = skillList.Rnd(); task.skills.Add(skill); } task.skills.Sort(); task.gold = Random.Range(Task.minGold, Task.maxGold + 1); float v = Random.value; task.crew = v < 0.5 ? 1 : (v < 0.9 ? 2 : 3); onTaskCreated.Invoke(task); } }
public Character(SocketUser user, string charName, CharacterStats.SPECIAL special, CharacterStats.Skills charSkills, SkillEnum skillTag1, SkillEnum skillTag2, SkillEnum skillTag3, List <CharacterStats.Trait> traits) { if (skillTag1.Equals(skillTag2) || skillTag1.Equals(skillTag3) || skillTag2.Equals(skillTag3)) { throw new ArgumentException("All tagged skills must be unique."); } // Adds 15 to each tagged skill foreach (var skill in charSkills.skillDict.ToList()) { string skillName = skill.Key.ToLower(); if (skillName == skillTag1.ToString() || skillName == skillTag2.ToString() || skillName == skillTag3.ToString()) { charSkills.skillDict[skill.Key] += 15; } } DiscordId = user.Id; Name = charName; CharSpecial = special; CharSkills = charSkills; if (traits != null) { CharTraits = traits; } else { CharTraits = new List <CharacterStats.Trait>(); } CharPerks = new List <CharacterStats.Perk>(); RemainingSkillPoints = 0; ExpPoints = 0; }
public void Set(SkillEnum attribute, float value) { switch (attribute) { case SkillEnum.Gathering: Gathering = value; break; case SkillEnum.Intelligence: Intelligence = value; break; case SkillEnum.Swordsmanship: Swordsmanship = value; break; case SkillEnum.Healing: Healing = value; break; case SkillEnum.Building: Building = value; break; } }
public void SetSkill(SkillEnum skill) { switch (skill) { case SkillEnum.StaminaRegen: _hasAcquired[0] = true; break; case SkillEnum.MoveSpeed: _hasAcquired[1] = true; break; case SkillEnum.XPBoost: _hasAcquired[2] = true; break; case SkillEnum.ResistanceBoost: _hasAcquired[3] = true; break; default: Debug.Log("Error"); break; } skillPoints--; }
void GetSkillInput(SkillEnum skillEnum, KeyCode key) { if (Input.GetKeyDown(key)) { input.Skills.Add(skillEnum); } }
protected Skill(SkillEnum @enum, byte expertise) { Console.WriteLine("~~~ IN SKILL CONSTRUCTOR 2 ~~~"); //ID = (int)@enum; Type = (int)@enum; Expertise = expertise; }
private Skill(SkillEnum @enum) { Console.WriteLine("~~~ IN SKILL CONSTRUCTOR 1 ~~~"); //ID = (int)@enum; Type = (int)@enum; _expertise = 0x00; }
public void BeAttackedBySkill(SkillEnum skillCode, int skillLevel, int physicalDamage) { CurrenctRivalHealth = Mathf.Max(CurrenctRivalHealth - physicalDamage, 0); if (CurrenctRivalHealth <= 0) { //游戏结束 } }
public HeroSkill GetSkill(SkillEnum type) { if (skills.ContainsKey(type)) { return(skills[type]); } return(null); }
public Skill(SkillEnum se) { this.skillEnum = se; this.Index = (int)se * 2 + 1; switch (this.skillEnum) { case SkillEnum.Electic: { this.skillName = "雷击"; }; break; case SkillEnum.Water: { this.skillName = "水淹"; }; break; case SkillEnum.Fire: { this.skillName = "火烧"; }; break; case SkillEnum.Confusion: { this.skillName = "混乱"; }; break; case SkillEnum.Ambush: { this.skillName = "潜伏"; }; break; case SkillEnum.Lose: { this.skillName = "迷失"; }; break; case SkillEnum.Speed: { this.skillName = "提速"; }; break; case SkillEnum.Attack: { this.skillName = "红牛"; }; break; case SkillEnum.Defense: { this.skillName = "守护"; }; break; default: { this.skillName = ""; }; break; } }
public float GetPlaySanxiaoEffectTime(SkillEnum skillCode) { var index = SkillCodeList.ToList().FindIndex(x => x == skillCode); if (index < 0) { return(0.1f); } return(PlaySanxiaoEffectTimeList[index]); }
public float GetTrajectoryAnimationLength(SkillEnum skillCode) { var index = SkillCodeList.ToList().FindIndex(x => x == skillCode); if (index < 0) { return(0.1f); } return(TrajectoryAnimationLengthList[index]); }
/// <summary> /// -1表示不要播放动画 /// </summary> /// <param name="skillCode"></param> /// <returns></returns> public float GetBeMagicallyAttackTime(SkillEnum skillCode) { var index = SkillCodeList.ToList().FindIndex(x => x == skillCode); if (index < 0) { return(-1); } return(BeMagicallyAttackTimeList[index]); }
public static void EnumTypeSelector(SkillEnum fsmEnum) { GUILayout.BeginHorizontal(new GUILayoutOption[0]); EditorGUILayout.PrefixLabel(Strings.get_Label_Enum_Type()); if (GUILayout.Button(SkillEditorContent.TempContent(Labels.GetShortTypeName(fsmEnum.get_EnumType()), fsmEnum.get_EnumName()), EditorStyles.get_popup(), new GUILayoutOption[0])) { VariableEditor.DoFsmEnumTypeMenu(fsmEnum); } GUILayout.EndHorizontal(); }
public Vector2 GetScatterPoint(SkillEnum skillCode) { var index = SkillCodeList.ToList().FindIndex(x => x == skillCode); if (index < 0) { return(new Vector2(-172, 50)); } return(ScatterPointList[index]); }
public bool ReleaseSkill(SkillEnum skillType) { if (IsAttacking()) { return(false); } var skill = GetSkill(skillType); return(ReleaseSkill(skill)); }
public bool ApplySkill(SkillEnum skill, float data) { if (mSkillAbilities.ContainsKey(skill)) { mSkillAbilities[skill].OnCallback(data); return(true); } { Debug.LogWarning("No this skill: " + skill.ToString()); return(false); } }
public Sprite getSpriteForSkill(SkillEnum skillEnum) { foreach (SkillView skill in skills) { if (skill.type == skillEnum) { return(skill.sprite); } } Debug.Log("Skill not found:" + skillEnum); return(null); }
public void ShowEffect(SkillEnum skill) { var prefab = GetPrefab(skill); if (prefab == null) { return; } var go = PrefabHelper.InstantiateAndReset(prefab, transform); Destroy(go, 10); }
public void setSkill(int pos, SkillEnum skill) { if (skill == SkillEnum.None) { skills[pos].enabled = false; } else { skills[pos].enabled = true; Sprite spr = gameView.getSpriteForSkill(skill); skills[pos].sprite = spr; } }
/// <summary>Unlocks the skill with the given index</summary> public void UnlockSkill(SkillEnum skillEnum) { int skillIndex = (int)skillEnum; if (skillIndex < GetSkillAmount()) { Skill skillToUnlock = GetSkill(skillEnum); if (skillToUnlock != null && !skillToUnlock.IsSkillUnlocked()) { skillToUnlock.UnlockSkill(); } } }
public PAPISkill(string _name, SkillEnum _skillEnum, SkillTypeEnum _skillTypeEnum, Value _value, CharacteristicEnum _characteristicEnum, List <GenreEnum> _availableGenres, bool _isCareer) { this._skillEnum = _skillEnum; this._name = (_name == null || _name == "" || _skillEnum != SkillEnum.CUSTOM) ? ("Skill_" + _skillEnum.ToString()) : _name; this._skillTypeEnum = _skillTypeEnum; this._value = (_value._value <MIN_VALUE || _value._value> MAX_VALUE)? this._value = new Value(0, null) : this._value = _value; this._characteristicEnum = this._characteristicEnum; this._availableGenres = (_availableGenres == null || _availableGenres.Count == 0) ? new List <GenreEnum>(PAPIApplication.GetAllGenres()) : _availableGenres; this._isCareer = _isCareer; WfLogger.Log(this, LogLevel.DETAILED, "Skill '" + this._name + "' was created"); }
//public List<DesignSkillConfigItem> ConfigList; public static SkillParameter GetSkillParameterItem(SkillEnum skillCode) { var skillParameterConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.SkillParameterConfig) as SkillParameterConfig; if (skillParameterConfig != null) { return(skillParameterConfig.SkillParameterList.Find(x => x.SkillCode == (int)skillCode)); } else { Debug.LogError("没有SkillParameterConfig"); return(null); } }
public static Skill GetSkill(this SkillEnum skillCode) { try { var skillConfig = ConfigManager.GetConfig(ConfigManager.ConfigType.SkillConfig) as SkillConfig; if (skillConfig != null) { return(skillConfig.SkillList.Find(x => x.SkillCode == (int)skillCode)); } return(null); } catch { return(null); } }