Example #1
0
        protected override void Process(GameSession session, Ski packet)
        {
            Character character = session.Character;

            var old = character.Skills.ToList();

            character.Skills.Clear();

            foreach (int skillId in packet.Skills)
            {
                Skill skill = skillFactory.CreateSkill(skillId);
                if (skill.Category == SkillCategory.Player || skill.Category == SkillCategory.Partner)
                {
                    character.Skills.Add(skill);
                }
            }

            eventPipeline.Process(session, new SkillUpdateEvent
            {
                OldSkills = old,
                NewSkills = character.Skills.ToList()
            });

            Log.Debug("Skills successfully loaded");
        }
Example #2
0
        static void Main(string[] args)
        {
            var skills = new List <Skill>();

            skills.Add(SkillFactory.CreateSkill(SkillType.SkillOne));
            skills.Add(SkillFactory.CreateSkill(SkillType.SkillTwo));
            skills.Add(SkillFactory.CreateSkill(SkillType.SkillThree));
            skills.Add(SkillFactory.CreateSkill(SkillType.SkillFour));

            Console.WriteLine($"There is {skills.Count} starting skills:");
            foreach (var skill in skills)
            {
                Console.WriteLine(skill.SkillName);
            }

            CombineFactory.Combine(CombineType.SliceAndDice, skills);
            CombineFactory.Combine(CombineType.DiceAndFinish, skills);

            Console.WriteLine($"\nAfter combine there is {skills.Count} skills:\n");

            foreach (var skill in skills)
            {
                for (int i = 0; i < 5; i++)
                {
                    skill.DoAttack();
                }
                Console.WriteLine();
            }
        }
        public void Su_Packet_Set_Character_Skill_On_Cooldown()
        {
            Skill skill = SkillFactory.CreateSkill(254);

            Character.Skills.Add(skill);

            Client.ReceivePacket("su 1 999 1 999 254 333 24 281 0 0 1 100 0 -1 0");

            Check.That(skill.IsOnCooldown).IsTrue();
        }
Example #4
0
 public void AddSkill(string key)
 {
     if (skills.ContainsKey(key))
     {
         return; // 이미 같은 종류 있으면 그냥 리턴. 같은 스킬 중복 불가.
     }
     skills.Add(key, SkillFactory.CreateSkill(gameObject, key));
     skills[key].SetOwner(this);
     skills[key].InitSkill();
     //skill.Activate();
 }
        public void Sr_Packet_Reset_Skill_Cooldown()
        {
            Skill skill = SkillFactory.CreateSkill(450);

            Character.Skills.Add(skill);

            skill.IsOnCooldown = true;
            Client.ReceivePacket($"sr {skill.CastId}");

            Check.That(skill.IsOnCooldown).IsFalse();
        }
Example #6
0
    public void Init(Unit caster)
    {
        // Test Needed
        this.caster = caster;

        for (int i = 0; i < 4; i++)
        {
            SkillCells[i] = new SkillCell();
            SkillCells[i].Init(caster);
            // 设置初始技能
            ISkill tmpSkill = SkillFactory.CreateSkill(caster.attributes.data.skills[i]);
            if (tmpSkill != null)
            {
                SkillCells[i].CurrentSkill = tmpSkill;
            }
        }
    }
Example #7
0
    //public IEnumerator RefreshTemporaryEffects()
    //{
    //    while(true)
    //    {
    //        yield return new WaitForSeconds(SkillConsts.TICK_TIME);

    //        int idx = 0;

    //        while(idx < temporaryEffects.Count)
    //        {
    //            if (temporaryEffects[idx].Refresh())
    //                RemoveTemporaryEffect(temporaryEffects[idx]);
    //            else
    //                idx++;
    //        }
    //    }
    //}

    //public void ClearTemporaryEffects()
    //{
    //    foreach (TemporaryEffect effect in temporaryEffects)
    //        effect.RemoveEffect();
    //    temporaryEffects.Clear();
    //}

    //public void RemoveTemporaryEffect(TemporaryEffect toBeRemoved)
    //{
    //    if (temporaryEffects.Contains(toBeRemoved))
    //    {
    //        toBeRemoved.ResetTimer(); // 재활용할 수 있으니 리셋.
    //        toBeRemoved.ResetStack(); // 스택도 여기서 리셋

    //        toBeRemoved.RemoveEffect();
    //        temporaryEffects.Remove(toBeRemoved);
    //    }
    //}

    //public void AddTemporaryEffect(TemporaryEffect toBeAdded)
    //{
    //    if (!temporaryEffects.Contains(toBeAdded))
    //    {
    //        toBeAdded.SetSubject(this);
    //        toBeAdded.ApplyEffect();
    //        temporaryEffects.Add(toBeAdded);
    //    }
    //    else
    //    {
    //        //Debug.Log("Stacking Up");
    //        toBeAdded.StackUp();
    //    }
    //}
    #endregion

    #region Skill
    public void AddSkill(string key)
    {
        //Debug.Log(key);
        if (skills.ContainsKey(key))
        {
            return; // 이미 같은 종류 있으면 그냥 리턴. 같은 스킬 중복 불가.
        }
        //Debug.Log("aaaa");
        skills.Add(key, SkillFactory.CreateSkill(gameObject, key));
        skills[key].SetOwner(this);
        skills[key].InitSkill();

        if (isActiveAndEnabled == true)
        {
            skills[key].Activate();
        }

        //Debug.Log(skills.Count);
    }
Example #8
0
        static void Main(string[] args)
        {
            ActiveAttackSkill skill1        = new ActiveAttackSkill("Fireball", "fires ball", ElementType.Fire, 100, TargetingType.Enemy, 2);
            ActiveAttackSkill skill2        = skill1.Clone();
            ISkill            skill3        = SkillFactory.CreateSkill(skill1, skill2);
            IAttackSkill      skill3_attack = (IAttackSkill)skill3;

            skill1.hp += 1;
            skill2.hp -= 1;
            Console.WriteLine(skill1.hp);
            Console.WriteLine(skill2.hp);

            Console.WriteLine(skill3.ElementType);
            Console.WriteLine(skill3.Description);
            Console.WriteLine(skill3_attack.Damage);

            //todo create character
            //set character learned skills
            //set character 5 equipped skills

            Console.WriteLine("Hello World!");
            Console.ReadKey(true);
        }
Example #9
0
 public CharacterInfo(CharacterConfig characterConfig)
 {
     ID                = characterConfig.ID;
     Name              = characterConfig.Name;
     RawAttack         = Attack = characterConfig.Attack;
     RawDenfence       = Denfence = characterConfig.Denfence;
     RawDodge          = Dodge = characterConfig.Dodge;
     RawCritical       = Critical = characterConfig.Critical;
     RawCriticalDamage = CriticalDamage = characterConfig.CriticalDamage;
     RawHp             = Hp = characterConfig.Hp;
     RawSpeed          = Speed = characterConfig.Speed;
     Exp               = characterConfig.Exp;
     Level             = 1;
     ActiveSkills      = new List <Skill>();
     foreach (var skillConfig in characterConfig.skills)
     {
         ActiveSkills.Add(SkillFactory.CreateSkill(skillConfig));
     }
     Buffs = new List <Buff>();
     foreach (var buffConfig in characterConfig.buffs)
     {
         Buffs.Add(BuffFactory.CreateBuff(buffConfig));
     }
 }
 // Create a skill
 public GameObject CreateSkill(int pSkillIndex)
 {
     return(SkillFactory.CreateSkill(pSkillIndex));
 }