public static void Main(string[] args) { Type weaponType = typeof(Weapon); var weaponAttributes = weaponType.GetCustomAttributes(false); WeaponAttribute myWeaponAtt = (WeaponAttribute)weaponAttributes.FirstOrDefault(x => x.GetType() == typeof(WeaponAttribute)); string command; while ((command = Console.ReadLine()) != "END") { switch (command) { case "Author": Console.WriteLine($"Author: {myWeaponAtt.Author}"); break; case "Revision": Console.WriteLine($"Revision: {myWeaponAtt.Revision}"); break; case "Description": Console.WriteLine($"Class description: {myWeaponAtt.Description}"); break; case "Reviewers": Console.WriteLine($"Reviewers: {string.Join(", ", myWeaponAtt.Reviewers)}"); break; default: break; } } }
public CurrentWeaponAttrChanged(Player _player_t, WeaponType _weapon_t, WeaponAttribute _weaponAttr, float _newVal) { player_t = _player_t; weapon_t = _weapon_t; weaponAttr = _weaponAttr; newVal = _newVal; }
public void InsoulClick(bool levelUP = false) { var level = InsoulItem.growAttr.equipAttr.level; var attr = Insoul_Info[level].exp_one; do { InsouTimes++;//点击的武器点击次加一 level = InsoulItem.growAttr.equipAttr.level; WeaponAttribute global = ConfigManager.Get <WeaponAttribute>(InsoulItem.itemTypeId); InsoulGold -= Insoul_Info[level].gold; InsoulStone -= Insoul_Info[level].lingshi; attr = Insoul_Info[level].exp_one; InsoulItem.growAttr.equipAttr.expr += (uint)Insoul_Info[level].exp_one; }while (levelUP && InsoulItem.growAttr.equipAttr.expr < Insoul_Info[level].exp); if (InsoulItem.growAttr.equipAttr.expr >= Insoul_Info[level].exp) { SendMarge(InsoulItem.itemId); InsoulItem.growAttr.equipAttr.expr -= (uint)Insoul_Info[level].exp; InsoulItem.growAttr.equipAttr.level++; DispatchModuleEvent(EventForingMargeUpAudio); } else { DispatchModuleEvent(EventForingInsoulAudio); } DispatchModuleEvent(EventForingInSoul, attr); GlodChange(); }
private void SetInsoulInfo()//设置入魂的信息 { //武器的id if (item == null) { return; } WeaponAttribute dInfo = ConfigManager.Get <WeaponAttribute>(item.itemTypeId); if (dInfo == null) { return; } //元素小图 AtlasHelper.SetShared(elementicongroup, m_elementData[(int)(dInfo.elementType) - 1]); AtlasHelper.SetShared(m_fill.gameObject, m_elementFill[(int)(dInfo.elementType) - 1]); AtlasHelper.SetShared(m_fillelement, m_elementIcon[(int)(dInfo.elementType) - 1]); PropItemInfo elementInfo = ConfigManager.Get <PropItemInfo>(dInfo.elementId); AtlasHelper.SetItemIcon(elementdebris, elementInfo); m_eleMaxYes.gameObject.SetActive(false); elementMax.anchoredPosition = new Vector3(0, 30, 0); ElementNext(); Element_up(); }
private void SetJumpInfo() { WeaponAttribute DeInfos = ConfigManager.Get <WeaponAttribute>(m_item.itemTypeId); if (DeInfos == null) { return; } PropItemInfo debrInfos = ConfigManager.Get <PropItemInfo>(DeInfos.debrisId);// 武器碎片信息 if (debrInfos == null) { return; } var need = 0; if (m_item.growAttr.equipAttr.star - 1 >= DeInfos.quality.Length || m_item.growAttr.equipAttr.star == 0) { Logger.LogDetail("this star is error"); return; } if (DeInfos.quality[m_item.growAttr.equipAttr.star - 1] != null) { need = DeInfos.quality[m_item.growAttr.equipAttr.star - 1].debrisNum; } moduleGlobal.SetTargetMatrial(debrInfos.ID, need); }
public EnchantContext(Mobile owner, WeaponAttribute attribute, bool spellChanneling, Timer timer) { m_Owner = owner; m_Attribute = attribute; m_SpellChanneling = spellChanneling; m_Timer = timer; }
public EnchantContext( Mobile owner, WeaponAttribute attribute, bool spellChanneling, Timer timer ) { m_Owner = owner; m_Attribute = attribute; m_SpellChanneling = spellChanneling; m_Timer = timer; }
bool ListenerProcess(string name, WeaponAttribute attribute) { var state = attribute.states[name]; if (!state._active) { if (state.Listener()) { if (attribute.statesLayer[name] == attribute.statesLayer[attribute.runningState]) { // exit last state var lastState = attribute.states[attribute.runningState]; if (lastState._active) { lastState.Exit(); } } attribute.lastState = state._name.Equals(attribute.runningState) ? attribute.lastState : attribute.runningState; attribute.runningState = state._name; state.Enter(); return(true); } } return(false); }
private void SetEnterState() { Util.SetText(roleName, modulePlayer.roleInfo.roleName); Util.SetText(m_Lv, modulePlayer.roleInfo.level.ToString()); SetPotentialText(modulePlayer.roleInfo.attrPoint); I_Hidden(modulePlayer.roleInfo.attrPoint > 0); lvFillAmount.fillAmount = modulePlayer.GetExpBarProgress(); int point = modulePlayer.roleInfo.level * 3 - 3; m_ResetAllBtn.SafeSetActive(totalPoint != point); expUpBtn.SafeSetActive(modulePlayer.isHaveExpCard); var prop = ConfigManager.Get <PropItemInfo>(moduleEquip.weaponItemID); weaponRate = prop != null ? prop.powerCovertRate : 0; weaponAddition = 0; weaponType = 0; WeaponAttribute info = ConfigManager.Get <WeaponAttribute>(moduleEquip.weapon.itemTypeId); if (info != null) { int index = moduleEquip.weapon.growAttr != null && moduleEquip.weapon.growAttr.equipAttr != null ? moduleEquip.weapon.growAttr.equipAttr.star - 1 : 0; if (index < 0 || info.quality == null || index >= info.quality?.Length || info.quality[index].attributes == null || info.quality[index].attributes?.Length <= 0) { //Logger.LogError("config is error"); return; } weaponAddition = info.quality != null && info.quality.Length > index + 1 ? info.quality[index].attributes[0].value : 0; weaponType = info.quality[index].attributes[0].type; } }
public Weapon(WeaponType type, WeaponAttribute attribute) { weapon = type; this.attribute = attribute; name = attribute.ToString() + " " + weapon.ToString(); setWeaponRoll(); }
public override void Execute() { Assembly assembly = Assembly.GetExecutingAssembly(); Type type = assembly.GetTypes().First(a => a.CustomAttributes.Any(n => n.AttributeType == typeof(WeaponAttribute))); WeaponAttribute attrs = type.GetCustomAttribute <WeaponAttribute>(false); Console.WriteLine($"{this.Data[0]}: {attrs.Author}"); }
public override void Init(GameObject obj) { _velocity = obj.GetComponent <C_Velocity>(); _iKManager = obj.GetComponent <C_IKManager>(); _weaponHandle = obj.GetComponent <C_WeaponHandle>(); _weaponAttribute = GetComponent <WeaponAttribute>(); _photonView = obj.GetComponent <PhotonView>(); }
public CommandDispatcher() { this.outHandler = new OutputHandler(); this.weapons = new List <IWeapon>(); this.inHandler = new InputHandler(); this.weaponFactory = new WeaponFactory(); this.gemFactory = new GemFactory(); this.weaponAttribute = (WeaponAttribute)typeof(Weapon).GetCustomAttributes(true).First(); }
public EnchantContext( GenericReader reader, BaseWeapon weapon ) { m_Owner = reader.ReadMobile(); m_Attribute = (WeaponAttribute) reader.ReadInt(); m_SpellChanneling = reader.ReadBool(); m_Timer = Timer.DelayCall( reader.ReadTimeSpan(), new TimerStateCallback<BaseWeapon>( EnchantSpell.RemoveEnchantContext ), weapon ); weapon.EnchantContext = this; }
public EnchantContext(GenericReader reader, BaseWeapon weapon) { m_Owner = reader.ReadMobile(); m_Attribute = (WeaponAttribute)reader.ReadInt(); m_SpellChanneling = reader.ReadBool(); m_Timer = Timer.DelayCall(reader.ReadTimeSpan(), new TimerStateCallback <BaseWeapon>(EnchantSpell.RemoveEnchantContext), weapon); weapon.EnchantContext = this; }
private void Element_up()//这里的 level是合魂的等级而不是武器当前的等级 { var level = item.growAttr.equipAttr.level; var exp = item.growAttr.equipAttr.expr; WeaponAttribute dInfo = ConfigManager.Get <WeaponAttribute>(item.itemTypeId); if (dInfo == null) { return; } if (moduleForging.Insoul_Info[level] == null) { Logger.LogError("weapon marge level is error{0}", level); return; } var str = moduleForging.Insoul_Info[level].lingshi.ToString() + string.Format(ConfigText.GetDefalutString(224, 50), moduleForging.InsoulStone); Util.SetText(elementdebris_num, str); gold_num.text = moduleForging.Insoul_Info[level].gold.ToString(); if (level < moduleForging.Insoul_Info.Count - 1) { elementNormal.gameObject.SetActive(true); elementFenzi.text = exp.ToString(); elementFenmu.text = moduleForging.Insoul_Info[level].exp.ToString(); Expend_plane.gameObject.SetActive(true); m_maxTipTxt.gameObject.SetActive(false); Updata_plane.gameObject.SetActive(true); int now = moduleForging.Insoul_Info[level].attribute; int next = moduleForging.Insoul_Info[level + 1].attribute; Util.SetText(margeLevelnum, ConfigText.GetDefalutString(224, 40), (next - now).ToString());//属性值 if (Util.Parse <int>(elementFenmu.text) != 0) { m_fill.fillAmount = (float)Util.Parse <int>(elementFenzi.text) / (float)Util.Parse <int>(elementFenmu.text); } } else { elementNormal.gameObject.SetActive(false); elementMax.anchoredPosition = new Vector3(120, 30, 0); Updata_plane.gameObject.SetActive(false); Expend_plane.gameObject.SetActive(false); m_maxTipTxt.gameObject.SetActive(true); elementMax.gameObject.SetActive(true); m_eleMaxYes.gameObject.SetActive(true); m_fill.fillAmount = 1; } m_showEffect.anchoredPosition = new Vector3(0, m_fill.fillAmount * 205, 0); SetColor(); }
public void GetInSoulStone(PItem item) { WeaponAttribute dInfo = ConfigManager.Get <WeaponAttribute>(item.itemTypeId); if (dInfo == null) { return; } InsoulStone = moduleCangku.GetItemCount(dInfo.elementId); }
public override void Init(GameObject obj) { _velocity = obj.GetComponent <C_Velocity>(); _iKManager = obj.GetComponent <C_IKManager>(); _weaponHandle = obj.GetComponent <C_WeaponHandle>(); _camera = obj.GetComponent <C_Camera>(); _uiMgr = obj.GetComponent <C_UiEventMgr>(); _weaponAttribute = GetComponent <WeaponAttribute>(); }
bool ListenerProcess(List <string> nameList, WeaponAttribute attribute) { foreach (string name in nameList) { if (ListenerProcess(name, attribute)) { return(true); } } return(false); }
public int this[WeaponAttribute attribute] { get { return(GetValue((int)attribute)); } set { SetValue((int)attribute, value); } }
public bool CanUpgradeWeapon(WeaponType weapon_t, WeaponAttribute attr) { WeaponController weapon = GetWeapon(weapon_t); int upgradePrice = weapon.GetUpgradePrice(attr); if (upgradePrice >= 0 && coins >= upgradePrice) { return(true); } return(false); }
public override string Execute() { var field = this.data[0]; var weaponAtr = typeof(Weapon).GetCustomAttributes(false).FirstOrDefault(); WeaponAttribute fieldToPrint = (WeaponAttribute)weaponAtr; var result = fieldToPrint.PrintInfo(field); return(result); }
// Use this for initialization void Awake() { velocity = GetComponentInParent <C_Velocity>(); if (!velocity.isLocalPlayer) { this.enabled = false; return; } uiMgr = GetComponentInParent <C_UiEventMgr>(); weaponAttribute = GetComponent <WeaponAttribute>(); weaponAttribute.OnFire = Reset; }
public override void Init(GameObject obj) { _animator = obj.GetComponent <C_Animator>(); _velocity = obj.GetComponent <C_Velocity>(); _iKManager = obj.GetComponent <C_IKManager>(); _weaponHandle = obj.GetComponent <C_WeaponHandle>(); _uiMgr = obj.GetComponent <C_UiEventMgr>(); _photonView = obj.GetComponent <PhotonView>(); _audioSource = GetComponent <AudioSource>(); _weaponAttribute = GetComponent <WeaponAttribute>(); }
public bool UpgradeWeapon(WeaponType weapon_t, WeaponAttribute attr) { WeaponController weapon = GetWeapon(weapon_t); int upgradePrice = weapon.GetUpgradePrice(attr); if (weapon.Upgrade(attr)) { coins -= upgradePrice; return(true); } return(false); }
// Use this for initialization void Awake() { velocity = GetComponentInParent <C_Velocity>(); if (!velocity.isLocalPlayer) { this.enabled = false; return; } myCamera = GetComponentInParent <C_Camera>(); weaponAttribute = GetComponent <WeaponAttribute>(); occlusionPoint = GetComponentInParent <C_WeaponHandle>().OcclusionPoint; uiMgr = GetComponentInParent <C_UiEventMgr>(); }
public int GetUpgradePrice(WeaponAttribute attr) { if (attr == WeaponAttribute.Attack && attackLevel != GlobalVars.maxWeaponLevel) { return(GlobalVars.WEAPON_LEVEL_UPGRADE_PRICES_ATTACK[attackLevel]); } if (attr == WeaponAttribute.Defense && defenseLevel != GlobalVars.maxWeaponLevel) { return(GlobalVars.WEAPON_LEVEL_UPGRADE_PRICES_DEFENSE[defenseLevel]); } //Can't upgrade return(-1); }
public void SetInfo(PropItemInfo Info, string weaponAttack, string eleAttck, string weaLevel, bool use) { if (Info == null) { Logger.LogError("info can not find in propitem " + Info.ID); return; } WeaponAttribute dInfo = ConfigManager.Get <WeaponAttribute>(Info.ID); Util.SetText(EleType, Show(dInfo.elementType)); for (int i = 0; i < IConType.Count; i++) { IConType[i].gameObject.SetActive(false); if (i == (Info.subType - 1)) { IConType[i].gameObject.SetActive(true); } } //拥有该武器 m_id.text = Info.ID.ToString(); PropItemInfo prpos = ConfigManager.Get <PropItemInfo>(Info.ID); if (prpos.mesh.Length <= 0) { Logger.LogError("can not find mesh name " + Info.ID); return; } string iconname = prpos.mesh[0]; UIDynamicImage.LoadImage(Weapon_icon.transform, iconname, (d, t) => { Weapon_icon.gameObject.SetActive(true); }, false); Weaponname.text = Info.itemName; attacknum.text = weaponAttack; elementnum.text = eleAttck; string format = weaLevel + Foring_Text[23]; Util.SetText(WeaponLevel, format); Hight_back.gameObject.SetActive(false); Gary.gameObject.SetActive(true); if (use) { Gary.gameObject.SetActive(false); Hight_back.gameObject.SetActive(true); } Btn.onClick.RemoveListener(ObjClick); Btn.onClick.AddListener(ObjClick); }
void _ME(ModuleEvent <Module_Player> e) { if (e.moduleEvent == Module_Player.EventCurrencyChanged) { WeaponAttribute dInfo = ConfigManager.Get <WeaponAttribute>(item.itemTypeId); if (dInfo == null) { return; } SetColor(); moduleForging.GlodChange(); } }
static void Main() { var input = Console.ReadLine(); var testAttribute = typeof(Weapon); var atr = testAttribute.GetCustomAttributes(false).FirstOrDefault(); WeaponAttribute a = (WeaponAttribute)atr; while (input != "END") { Console.WriteLine(a.PrintInfo(input)); input = Console.ReadLine(); } }
public override void Init(GameObject obj) { _uiMgr = obj.GetComponent <C_UiEventMgr>(); _camera = obj.GetComponent <C_Camera>(); _velocity = obj.GetComponent <C_Velocity>(); _iKManager = obj.GetComponent <C_IKManager>(); _photonView = obj.GetComponent <PhotonView>(); _attributes = obj.GetComponent <C_Attributes>(); _weaponHandle = obj.GetComponent <C_WeaponHandle>(); _battleMgr = obj.GetComponent <C_BattleMgr>(); _audio = GetComponent <AudioSource>(); _weaponAttribute = GetComponent <WeaponAttribute>(); timer = new Timer(); }
private void SetJumpDrop() { WeaponAttribute dInfo = ConfigManager.Get <WeaponAttribute>(item.itemTypeId); if (dInfo == null) { return; } var level = item.growAttr.equipAttr.level; var need = 0; if (moduleForging.Insoul_Info[level] != null) { need = moduleForging.Insoul_Info[level].lingshi; } moduleGlobal.SetTargetMatrial(dInfo.elementId, need, null, true, null, moduleForging.InsoulStone); }
private static void ApplyAttribute( WeaponAttributes attrs, int min, int max, WeaponAttribute attr, int low, int high, int scale ) { attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale; }
private static void ApplyAttribute( WeaponAttributes attrs, int min, int max, WeaponAttribute attr, int low, int high ) { attrs[attr] = Scale( min, max, low, high ); }
public EnchantEntry( WeaponAttribute attribute, int cliloc ) { m_Attribute = attribute; m_Cliloc = cliloc; }