public Person(string id, string name) { this.id = id; this.name = name; way = -1; p_Hp = 100; p_Mana = 100; p_Level = 1; p_Exp_Need = 20; p_Class = 0; p_Agility = 0; p_Intelegence = 0; p_Strength = 0; m_Defence = 3; m_Attack = 10; p_Regen = 20f; p_Titul = "Нету"; myTime = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; RecalkStat(); }
public UnitClass Lookup(string n, UnitClass unitLookup) { switch (n) { case "attacker": cName = className.className1; type = classType.classType1; attack = 2; defense = 1; cost = 50; texture = textures[cName]; unitLookup.unitSetup(cName, type, attack, defense, StateMachine.currentTurn(), cost, texture); return(unitLookup); case "defender": cName = className.className2; type = classType.classType2; attack = 1; defense = 2; cost = 25; texture = textures[cName]; unitLookup.unitSetup(cName, type, attack, defense, StateMachine.currentTurn(), cost, texture); return(unitLookup); default: return(null); } }
public UnitClass() { uC = className.className1; uT = classType.classType1; att = 0; def = 0; owningPlayer = 0; pointCost = 0; unitTexture = null; }
public void unitSetup(className cn, classType ct, float a, float d, int pl, int p, Texture tex) { uC = cn; uT = ct; att = a; def = d; owningPlayer = pl; pointCost = p; texture = tex; TextureManager.applyTexture(this.gameObject, texture); }
//Use our current star levels to light up stars, buttons. public void CheckStars(QuizButton a_button) { if (!list) { list = FindObjectOfType <equipmentList>(); } if ((int)a_button.Operator > (int)classType.Calculi) { currentSubject = classType.Calculi; } else { currentSubject = (classType)a_button.Operator; } SetupGroups((int)currentSubject); starsUnlocked = list.equip.StarsAcquired[(((int)currentSubject * 10) + currentLevel)]; if (currentLevel == 4 || currentLevel == 9 || currentLevel == 14) { SetHardMode(false); medal.gameObject.SetActive(true); medal.SetChangingTalisman(list, talismanManager, currentSubject); BossButton.gameObject.SetActive(true); NormalMode.gameObject.SetActive(false); HardButton.gameObject.SetActive(false); starOne.gameObject.SetActive(false); starTwo.gameObject.SetActive(false); starThree.gameObject.SetActive(false); bronzestarParticle.gameObject.SetActive(false); silverstarParticle.gameObject.SetActive(false); goldstarParticle.gameObject.SetActive(false); return; } NormalMode.gameObject.SetActive(true); BossButton.gameObject.SetActive(false); medal.gameObject.SetActive(false); HardButton.gameObject.SetActive(true); starOne.gameObject.SetActive(true); starTwo.gameObject.SetActive(true); starThree.gameObject.SetActive(true); starOne.interactable = (starsUnlocked >= 1); starTwo.interactable = (starsUnlocked >= 2); HardButton.interactable = ((starsUnlocked >= 2) && currentContainer.buttons[currentLevel].hardMode != null); starThree.interactable = (starsUnlocked >= 3); bronzestarParticle.SetActive(starOne.interactable); silverstarParticle.SetActive(starTwo.interactable); goldstarParticle.SetActive(starThree.interactable); }
public void unitSetup(UnitClass copy) { uC = copy.unitClass; uT = copy.unitType; att = copy.attack; def = copy.defense; owningPlayer = copy.owner; pointCost = copy.cost; texture = copy.texture; TextureManager.applyTexture(this.gameObject, texture); }
internal void SetSprite(classType subject) { Sprite[] newSprite = null; switch (subject) { case classType.Addition: newSprite = AdditionSprite; break; case classType.Subtraction: newSprite = SubtractionSprite; break; case classType.Multiplication: newSprite = MultiplicationSprite; break; case classType.Division: newSprite = DivisionSprite; break; case classType.Calculi: newSprite = CalculusSprite; break; } if (newSprite == null) { foreach (Image item in Buttons) { item.sprite = DefaultSprite; } return; } for (int i = 0; i < Buttons.Length; i++) { if (i >= newSprite.Length) { Buttons[i].sprite = DefaultSprite; continue; } if (newSprite[i] == null) { Buttons[i].sprite = DefaultSprite; continue; } Buttons[i].sprite = newSprite[i]; } }
//Open up the script by setting up variables relative to selection. public void setContainer(questionContainer op) { currentContainer = op; currentSubject = op.type; currentLevel = 0; gameObject.SetActive(true); CheckStars(op.buttons[0]); op.gameObject.SetActive(false); SetButtons(); ChangeIndex(currentLevel); }
public void SetImage() { classType type = classType.Addition; type = levelSelection.currentSubject; //int index = (int)type; switch (type) { case classType.Addition: HelpPanel.sprite = HelpImages[0]; break; case classType.Subtraction: HelpPanel.sprite = HelpImages[1]; break; case classType.Multiplication: HelpPanel.sprite = HelpImages[2]; break; case classType.Division: HelpPanel.sprite = HelpImages[3]; break; case classType.Calculi: if (levelSelection.currentLevel > 7) { HelpPanel.sprite = FortTen; } else { HelpPanel.sprite = HelpImages[4]; } break; default: return; } HelpPanel.gameObject.SetActive(true); moveArrows.SetActive(false); }
public void unitSetup(UnitClass copy) { unitTexture = new Texture[2]; uC = copy.unitClass; uT = copy.unitType; att = copy.attack; def = copy.defense; owningPlayer = copy.owner; pointCost = copy.cost; texture[0] = copy.texture[0]; texture[1] = copy.texture[1]; if (owningPlayer == 1) { TextureManager.applyTexture(this.gameObject, texture[0]); } if (owningPlayer == 2) { TextureManager.applyTexture(this.gameObject, texture[1]); } }
public void unitSetup(className cn, classType ct, float a, float d, int pl, int p, Texture[] tex) { unitTexture = new Texture[2]; uC = cn; uT = ct; att = a; def = d; owningPlayer = pl; pointCost = p; texture[0] = tex[0]; texture[1] = tex[1]; if (owningPlayer == 1) { TextureManager.applyTexture(this.gameObject, texture[0]); } if (owningPlayer == 2) { TextureManager.applyTexture(this.gameObject, texture[1]); } }
//Called from player if we won. //If we won, 1 star. //If we were at 100% health, 2 stars. //If it was hardmode, 3. public void SetStars(bool fullHealth, QuizButton a_button) { if (!list) { list = FindObjectOfType <equipmentList>(); } if (a_button.boss) { return; } currentLevel = a_button.quizIndex; if ((int)a_button.Operator > (int)classType.Calculi) { currentSubject = classType.Calculi; } else { currentSubject = (classType)a_button.Operator; } starsUnlocked = list.equip.StarsAcquired[(((int)currentSubject * 10) + currentLevel)]; if (starsUnlocked == 0) { starsUnlocked = 1; } if (fullHealth && starsUnlocked < 2) { starsUnlocked = 2; } if (a_button.Hard) { starsUnlocked = 3; } list.equip.StarsAcquired[(((int)currentSubject * 10) + currentLevel)] = starsUnlocked; CheckStars(a_button); SetButtons(); }
internal void SetSprite(classType subject) { Sprite newSprite = null; switch (subject) { case classType.Addition: newSprite = AdditionSprite; break; case classType.Subtraction: newSprite = SubtractionSprite; break; case classType.Multiplication: newSprite = MultiplicationSprite; break; case classType.Division: newSprite = DivisionSprite; break; case classType.Calculi: newSprite = CalculusSprite; break; default: newSprite = DefaultSprite; break; } if (newSprite == null) { newSprite = DefaultSprite; } foreach (Image item in Buttons) { item.sprite = newSprite; } }
internal void SetChangingTalisman(equipmentList list, TalismanManager talismanManager, classType a_type) { if (!MainButton) { MainButton = GetComponent <Image>(); HalfButton = GetComponentsInChildren <Image>()[1]; } myType = a_type; if (myType == classType.Calculi) { gameObject.SetActive(false); return; } MainButton.sprite = talismanManager.ReturnSubject(myType, false); HalfButton.sprite = talismanManager.ReturnSubject(myType, true); int index = list.equip.completedLevels[(int)myType]; SetActivity(index); }
public void Lookup(string n) { switch (n) { case "King": cName = className.King; type = classType.classType1; attack = 2; defense = 20; cost = 0; description = "The Leaders of their respective forces; Kings are to be protected at all costs. When your King dies, you lose."; //If it is knocked off of the board or defeated, it's owner loses the game. Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Brawler": cName = className.Brawler; type = classType.classType1; attack = 3; defense = 2; cost = 3; description = "Your basic attacking unit. Good for throwing at your opponent repeatedly."; //If it lands on your side of the field after the initial flick, it can be flicked a second time in the same turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Sentinel": cName = className.Sentinel; type = classType.classType1; attack = 2; defense = 4; cost = 4; description = "An excellent defender. Holds the line and can clear your side of the field."; // No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Shadow": cName = className.Shadow; type = classType.classType1; attack = 4; defense = 1; cost = 3; description = "An espionage expert. This piece can disappear if it lands on your opponent's side, and reappear later!"; //If it lands on opponent's side of the field at the end of your turn, you may remove from play. Use your flick action to place on board on a later turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Grunt": cName = className.Grunt; type = classType.classType1; attack = 2; defense = 2; cost = 3; description = "A basic utility unit that is cheap and effective."; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Peasant": cName = className.Peasant; type = classType.classType1; attack = 1; defense = 1; cost = 1; description = "Not intended for combat, but very expendable. These units are best used as a wall from enemy attacks."; //May be flicked twice in the same turn. Limit: 3 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Healer": cName = className.Healer; type = classType.classType1; attack = 0; defense = 6; cost = 4; description = "This piece can be sacrificed in order too return destroyed pieces to your side of the field."; //Can not be flicked. Can be sacrificed to return up to 6 cost worth of troops from the dead to your side of the field (depends on coin toss per attempted piece). Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Paralyze": cName = className.Paralyze; type = classType.classType1; attack = 0; defense = 1; cost = 2; description = "A spell to stop your opponent from utilizing any unit it is in combat with."; //Can only be placed on top of an opponent's cube instead of using a flicking action. Stops that cube from being used. Must be flicked off to remove effect. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Titan": cName = className.Titan; type = classType.classType1; attack = 6; defense = 4; cost = 7; description = "A colossal offensive unit. This expensive piece is to be feared."; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Bomb": cName = className.Bomb; type = classType.classType1; attack = 0; defense = 2; cost = 4; description = "KABOOOOOOOOOOOOOOOOOOOOOOOOOOM!!!"; //Use flicking action to detonate, creating an area of effect collision. Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; default: cName = className.Null; break; } }
public void Lookup(string n) { switch (n) { case "King": cName = className.King; type = classType.classType1; attack = 2; defense = 20; cost = 0; description = ""; //If it is knocked off of the board or defeated, it's owner loses the game. Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Brawler": cName = className.Brawler; type = classType.classType1; attack = 3; defense = 1; cost = 4; description = ""; //If it lands on your side of the field after the initial flick, it can be flicked a second time in the same turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Sentinel": cName = className.Sentinel; type = classType.classType1; attack = 2; defense = 3; cost = 4; description = ""; // No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Shadow": cName = className.Shadow; type = classType.classType1; attack = 1; defense = 2; cost = 3; description = ""; //If it lands on opponent's side of the field at the end of your turn, you may remove from play. Use your flick action to place on board on a later turn. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Grunt": cName = className.Grunt; type = classType.classType1; attack = 1; defense = 1; cost = 2; description = ""; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Peasant": cName = className.Peasant; type = classType.classType1; attack = 0; defense = 1; cost = 1; description = ""; //May be flicked twice in the same turn. Limit: 3 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Healer": cName = className.Healer; type = classType.classType1; attack = 0; defense = 6; cost = 4; description = ""; //Can not be flicked. Can be sacrificed to return up to 6 cost worth of troops from the dead to your side of the field (depends on coin toss per attempted piece). Limit: 1 per player per round. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Paralyze": cName = className.Paralyze; type = classType.classType1; attack = 0; defense = 1; cost = 2; description = ""; //Can only be placed on top of an opponent's cube instead of using a flicking action. Stops that cube from being used. Must be flicked off to remove effect. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; case "Titan": cName = className.Titan; type = classType.classType1; attack = 3; defense = 4; cost = 7; description = ""; //No ability. texture[0] = p1Textures[cName]; texture[1] = p2Textures[cName]; break; default: cName = className.Null; break; } }
public PlayerClass(string name) { if ((name == "Minstril") || (name == "Troubadour") || (name == "Virtuoso") || (name == "Bard")) { type = classType.Bard; return; } if ((name == "Vicar") || (name == "Templar") || (name == "High Priest") || (name == "Cleric")) { type = classType.Cleric; return; } if ((name == "Wanderer") || (name == "Preserver") || (name == "Hierophant") || (name == "Druid")) { type = classType.Druid; return; } if ((name == "Illusionist") || (name == "Beguiler") || (name == "Phantasnist") || (name == "Enchanter")) { type = classType.Enchanter; return; } if ((name == "Elementalist") || (name == "Conjurer") || (name == "Arch Mage") || (name == "Magician")) { type = classType.Magician; return; } if ((name == "Disciple") || (name == "Master") || (name == "Grandmaster") || (name == "Monk")) { type = classType.Monk; return; } if ((name == "Heretic") || (name == "Defiler") || (name == "Warlock") || (name == "Necromancer")) { type = classType.Necromancer; return; } if ((name == "Cavalier") || (name == "Knight") || (name == "Crusader") || (name == "Paladin")) { type = classType.Paladin; return; } if ((name == "Pathfinder") || (name == "Outrider") || (name == "Warder") || (name == "Ranger")) { type = classType.Ranger; return; } if ((name == "Rake") || (name == "Blackguard") || (name == "Assassin") || (name == "Rogue")) { type = classType.Rogue; return; } if ((name == "Reaver") || (name == "Revenant") || (name == "Grave Lord") || (name == "ShadowKnight")) { type = classType.ShadowKnight; return; } if ((name == "Mystic") || (name == "Luminary") || (name == "Oracle") || (name == "Shaman")) { type = classType.Shaman; return; } if ((name == "Champion") || (name == "Myrmidon") || (name == "Warlord") || (name == "Warrior")) { type = classType.Warrior; return; } if ((name == "Channeler") || (name == "Evoker") || (name == "Sorcerer") || (name == "Wizard")) { type = classType.Wizard; return; } throw new Exception("Bad class name."); }
public HtmlStyle GetClass(string classname,classType typeclass) { var s = from st in listClass where st.Name == classname && st.TypeOfClass == typeclass select st.CssClass; if (s != null) if (s.Count() > 0) return s.First(); return null; }
public bool AddClass(string classname, HtmlStyle style, classType typeOfClass) { var s = from st in listClass where st.Name == classname select st; if (s != null) if (s.Count() > 0) return false; ListClass.Add(new ClassCss() { CssClass = style, Name = classname, TypeOfClass = typeOfClass }); return true; }
var(disposableMethods, finalizer) = CreateDisposableMethods(compilation, document, classType, disposeMethod, disposedValueField);
internal Sprite ReturnSubject(classType subject, bool half) { Sprite returnSprite = null; switch (subject) { case classType.Addition: if (half) { returnSprite = AddHalf; } else { returnSprite = AddFull; } break; case classType.Subtraction: if (half) { returnSprite = SubHalf; } else { returnSprite = SubFull; } break; case classType.Multiplication: if (half) { returnSprite = MultHalf; } else { returnSprite = MultFull; } break; case classType.Division: if (half) { returnSprite = DivHalf; } else { returnSprite = DivFull; } break; case classType.Calculi: if (half) { returnSprite = FortHalf; } else { returnSprite = FortFull; } break; default: break; } if (returnSprite == null) { return(defaultSprite); } else { return(returnSprite); } }