Exemple #1
0
    public void AddObtainedAbility(AbstractAbility ability)
    {
        AbstractAbilityCooldown aac = GameManager.instance.player.AddComponent(ability.GetCooldownType()) as AbstractAbilityCooldown;

        obtainedAbilities.Add(ability);
        abilityCooldowns.Add(aac);

        // Get next ability index
        int index = obtainedAbilities.Count - 1;

        IconManager.instance.SetAbilityIconByIndex(index, ability.abilityIcon);

        if (index < activeAbilities.Length)
        {
            activeAbilities[index] = index;
            aac.SetKeyCode(GameManager.instance.player.GetComponent <InputManager>().GetKeyCodeByInt(index));
        }
        else
        {
            inactiveAbilities[index - activeAbilities.Length] = index;
            aac.enabled = false;
        }

        aac.Initialise(ability, GameManager.instance.player);
    }
Exemple #2
0
 public void UseAbility(AbstractAbility AbilitySelected)
 {
     ActionSelected = Actions.Ability;
     SELECTIONMODE  = true;
     ActiveSelector();
     AbilityToUse = AbilitySelected;
 }
Exemple #3
0
    public void Initialise(AbstractAbility selectedAbility, GameObject abilityHolder)
    {
        ability          = selectedAbility;
        coolDownDuration = ability.aBaseCoolDown;
        ability.Initialise(abilityHolder);

        triggerable = ability.triggerable;
    }
    void handleNetworkedAbilityInput(IncomingNetworkStreamMessage m, int index, AbstractAbility ability, AbilityType type)
    {
        switch (players[index].networkMode)
        {
        case NetworkMode.REMOTESERVER:
        {
            Vector2 direction = m.reader.ReadVector2();
            activateAndSend(m.packetType, direction, (byte)(players[index].playerID), ability);
            //no response when failed; client uses RTT to realize this
            break;
        }

        case NetworkMode.LOCALCLIENT:
        case NetworkMode.REMOTECLIENT:
        {
            //server sent it, so it's 100% valid
            Vector2 direction = m.reader.ReadVector2();
            bool    activated = false;
            if (m.reader.ReadBoolean() && _abilitiesEnabled)         //if it is a IRandomAbility
            {
                activated = ((IRandomAbility)ability).Fire(direction, m.reader.ReadInt32());
            }
            else if (_abilitiesEnabled)
            {
                activated = ability.Fire(direction);
            }
            switch (type)
            {
            case AbilityType.MOVEMENT:
                movementAbilityObservable.Post(new MovementAbilityFiredMessage(direction));
                break;

            case AbilityType.GENERIC:
                genericAbilityObservable.Post(new GenericAbilityFiredMessage(direction));
                break;

            case AbilityType.SUPER:
                superAbilityObservable.Post(new SuperAbilityFiredMessage());
                break;

            default:
                Debug.Log("Invalid Ability Type");
                break;
            }

            //maybe call a ForceFire method?
            Assert.IsTrue(activated);
            break;
        }

        default:
            Debug.Log("Unauthorized ability input");
            break;
        }
    }
 private void lsMasters_DrawItem(object sender, DrawItemEventArgs e)
 {
     e.Graphics.FillRectangle(new SolidBrush(e.BackColor), e.Bounds);
     if (e.Index >= 0)
     {
         AbstractAbility ability       = ((ListBox)sender).Items[e.Index] as AbstractAbility;
         StringFormat    sStringFormat = new StringFormat();
         sStringFormat.LineAlignment = StringAlignment.Center;
         e.Graphics.DrawString(ability.TypeName + "-" + ability.UnitName, e.Font, new SolidBrush(e.ForeColor), e.Bounds, sStringFormat);
     }
     e.DrawFocusRectangle();
 }
Exemple #6
0
    public void SpawnAbilityPickup(Vector3 position)
    {
        AbstractAbility ability = LootManager.instance.GetNewAbility();

        if (ability)
        {
            GameObject pickup = Instantiate(ability.pickupPrefab,
                                            position,
                                            Quaternion.identity);
            pickup.GetComponent <AbilityLoot>().ability = ability;
        }
    }
Exemple #7
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 public AbstractActor()
 {
     RemoveStates = new Dictionary <string, Dictionary <string, AbstractState> >();
     Stats        = new Attribute();
     MainHand     = new AbstractWeapon();
     Helmet       = new AbstractArmor();
     Body         = new AbstractArmor();
     Feet         = new AbstractArmor();
     Ring         = new AbstractArmor();
     Necklace     = new AbstractArmor();
     Job          = new AbstractJob();
     AbstractAbility aux = new AbstractAbility();
 }
Exemple #8
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    public AbstractAbility GetNewAbility()
    {
        AbstractAbility returnedAbility = null;

        if (unobtainedAbilities.Count > 0)
        {
            int randomIndex = Random.Range(0, unobtainedAbilities.Count);
            returnedAbility = unobtainedAbilities[randomIndex];
            unobtainedAbilities.Remove(returnedAbility);
        }

        return(returnedAbility);
    }
    // Start is called before the first frame update
    void Start()
    {
        if (itemData != null)
        {
            Ability = gameController.GetRandomAbility(itemData.ItemType, itemData.ItemPower);
        }

        //Assign display values
        if (itemData != null)
        {
            var spriteRenderer = GetComponentInChildren <SpriteRenderer>();
            spriteRenderer.sprite = itemData.sprite;
        }
    }
Exemple #10
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        private void btnCopy_Click(object sender, EventArgs e)
        {
            AbstractAbility ability = lsAbility.SelectedItem as AbstractAbility;

            if (ability != null)
            {
                file.CopyAndCreate(ability);

                reload();

                lsAbility.SelectedItem = abilitys[abilitys.Count - 1];

                MessageBox.Show("创建成功,请修改数据", "操作提示", MessageBoxButtons.OK, MessageBoxIcon.Information);
            }
        }
Exemple #11
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="selected"></param>
    public override void On(AbstractAbility selected)
    {
        AbilitySelected = selected;
        switch (MenuSelection)
        {
        case 0:
            break;

        case 1:
            GameObject.Find("Description").GetComponent <Text>().text = "MP Cost " + AbilitySelected.MPCost + ", Power " + AbilitySelected.AttackPower + " " + AbilitySelected.Type.ToString() + "." + AbilitySelected.Description;
            break;

        default:
            break;
        }
    }
Exemple #12
0
    public void CollectAbility(AbstractAbility ability)
    {
        var count1 = AbilitiesSlot1.Count;
        var count2 = AbilitiesSlot2.Count;
        var rand   = Random.Range(0, 2);

        var abilityGO     = Instantiate(ability.gameObject);
        var clonedAbility = abilityGO.GetComponent <AbstractAbility>();

        if (count1 > count2 || count1 == count2 && rand == 0)
        {
            AbilitiesSlot2.Add(clonedAbility);
        }
        else
        {
            AbilitiesSlot1.Add(clonedAbility);
        }
    }
        public void CopyAndCreate(AbstractAbility ability)
        {
            if (ability is XiaoGuoAbility)
            {
                copyAndCreate((XiaoGuoAbility)ability);
            }
            else
            {
                byte[] data = new byte[ability.Data.Length];
                ability.Data.CopyTo(data, 0);

                int index = -1;
                int count = -1;
                if (ability is GundamAbility)
                {
                    count = addText("自创机体能力");
                    base.Write(8, BitConverter.GetBytes(MachineAbilityCount + 1));
                    index = GGCRStaticConfig.GundamAbilityStart + GGCRStaticConfig.GundamAbilityLength * MachineAbilityCount;
                }
                else if (ability is OPInfo)
                {
                    count = addText("自创OP");
                    base.Write(12, BitConverter.GetBytes(OPCount + 1));
                    index = GGCRStaticConfig.GundamAbilityStart + GGCRStaticConfig.GundamAbilityLength * MachineAbilityCount + GGCRStaticConfig.OPAbilityLength * OPCount;
                }
                else if (ability is PersonAbility)
                {
                    count = addText("自创人物技能");
                    base.Write(16, BitConverter.GetBytes(PersonAbilityCount + 1));
                    index = GGCRStaticConfig.GundamAbilityStart + GGCRStaticConfig.GundamAbilityLength * MachineAbilityCount + GGCRStaticConfig.OPAbilityLength * OPCount + GGCRStaticConfig.PeopleAbilityLength * PersonAbilityCount;
                }

                else
                {
                    throw new Exception("不支持此物品复制");
                }

                BitConverter.GetBytes((short)(count - 1)).CopyTo(data, 2);

                this.Insert(index, data);
            }
        }
Exemple #14
0
    private AbstractAbility DrawAbilityUI(Rect position, AbstractAbility Ability)
    {
        if (Ability == null)
        {
            Ability = new AbstractAbility();
        }

        GUI.enabled = false;
        GUI.TextField(new Rect(position.x, position.y, position.width - 100, position.height), Ability.Ability);
        GUI.enabled = true;
        if (GUI.Button(new Rect(position.width - 100, position.y, 100, position.height), "Select Ability"))
        {
            var window = EditorWindow.GetWindow <AbilityUI>();
            window.Selected = true;
            window.Initialize(ref Ability);
            window.Show();
        }

        return(Ability);
    }
Exemple #15
0
        private void lsAbility_SelectedIndexChanged(object sender, EventArgs e)
        {
            AbstractAbility ability = lsAbility.SelectedItem as AbstractAbility;

            if (ability != null)
            {
                cboSkill.SelectedValue = ability.SkillId;
                XiaoGuoAbility xiaoguo = cboSkill.SelectedItem as XiaoGuoAbility;

                if (ability is XiaoGuoAbility)
                {
                    cboSkill.Enabled    = false;
                    txtRemarkId.Enabled = true;
                    txtName.Text        = ability.UnitName;
                    txtName.ReadOnly    = true;
                }
                else
                {
                    cboSkill.Enabled    = true;
                    txtRemarkId.Enabled = false;
                    txtName.Text        = ability.UnitName;
                    txtName.ReadOnly    = false;
                }

                txtAddress.Text = ability.Address;

                if (ability is XiaoGuoAbility)
                {
                    btnCopy.Enabled = true;
                }
                else
                {
                    btnCopy.Enabled = false;
                }
            }
            else
            {
                cboSkill.SelectedValue = "-1";
                btnCopy.Enabled        = false;
            }
        }
Exemple #16
0
    public AbstractAbility AttackSelected()
    {
        AbstractAbility selected = null;

        foreach (AbstractAbility i in BattleEnemy.Data.Job.Abilities)
        {
            if (BattleEnemy.Data.MP < i.MPCost)
            {
                continue;
            }
            else if (selected != null && selected.AttackPower < i.AttackPower)
            {
                selected = i;
            }
            else
            {
                selected = i;
            }
        }
        return(selected);
    }
    bool activateAndSend(PacketType packetType, Vector2 direction, byte playerID, AbstractAbility ability)
    {
        if (!_abilitiesEnabled)
        {
            return(false);
        }

        int  seed = -1;
        bool activated;

        if (ability is IRandomAbility)
        {
            seed      = RandomLib.Seed();
            activated = ((IRandomAbility)ability).Fire(direction, seed);
        }
        else
        {
            activated = ability.Fire(direction);
        }

        if (activated)
        {
            node.BinaryWriter.Write((byte)(packetType));
            node.BinaryWriter.Write(playerID);
            node.BinaryWriter.Write(direction);
            if (ability is IRandomAbility)
            {
                node.BinaryWriter.Write(true);
                node.BinaryWriter.Write(seed);
            }
            else
            {
                node.BinaryWriter.Write(false);
            }
            node.Send(node.ConnectionIDs, node.AllCostChannel);
        }

        return(activated);
    }
Exemple #18
0
    private int AbilityFight(ref AbstractActor Attacker, ref AbstractActor Defender, AbstractAbility ability)
    {
        Attacker.MP -= ability.MPCost;
        if (ability.State.State != string.Empty)
        {
            if (ability.Type == Constant.OffenseDefense.Offensive)
            {
                ApplyState(ability.State, ability.ApplyStatePorcentage, ref Defender);
            }
            else
            {
                RemoveState(ability.State, ability.ApplyStatePorcentage, ref Defender);
            }
        }

        if (ability.AttackType == Constant.AttackType.MagicAttack)
        {
            return(MagicFight(ref Attacker, ref Defender, ability.AttackPower));
        }
        else
        {
            return(NormalFight(ref Attacker, ref Defender, ability.AttackPower));
        }
    }
Exemple #19
0
    void Update()
    {
        if (!working)
        {
            int damage = 0;
            if (Enemies.Count <= 0 && BattleState != BattleStateMachine.LVLUP && BattleState != BattleStateMachine.ENDBATTLE)
            {
                BattleState = BattleStateMachine.WIN;
            }
            if (Player.Data.HP <= 0 && BattleState != BattleStateMachine.ENDBATTLE)
            {
                BattleState = BattleStateMachine.LOSE;
            }
            switch (BattleState)
            {
            case BattleStateMachine.PLAYERTURN:
                if (SELECTIONMODE)
                {
                    if (ProxyInput.GetInstance().Up())
                    {
                        if (enemySelect + 1 >= Enemies.Count)
                        {
                            break;
                        }
                        enemySelect++;
                        PositionSelector(enemySelect);
                    }
                    else if (ProxyInput.GetInstance().Down())
                    {
                        if (enemySelect - 1 < 0)
                        {
                            break;
                        }
                        enemySelect--;
                        PositionSelector(enemySelect);
                    }
                    else if (ProxyInput.GetInstance().A() || (UsableToUse != null && UsableToUse.AreaOfEffect == Constant.AOE.Self))
                    {
                        switch (ActionSelected)
                        {
                        case Actions.Attack:

                            AbstractActor attacker = Player.Data;
                            AbstractActor defender = Enemies[enemySelect].GetComponent <Enemy>().BattleEnemy.Data;
                            damage   = NormalFight(ref attacker, ref defender, 0);
                            Message += "You have Attack! " + defender.ActorName + " has recive " + damage + " damage.";

                            break;

                        case Actions.Ability:

                            AbstractActor attacker2 = Player.Data;
                            AbstractActor defender2 = Enemies[enemySelect].GetComponent <Enemy>().BattleEnemy.Data;
                            damage   = AbilityFight(ref attacker2, ref defender2, AbilityToUse);
                            Message += "You have use " + AbilityToUse.Ability + "! " + defender2.ActorName + " has recive " + damage + " damage.";

                            break;

                        case Actions.Usable:
                            AbstractActor actor = null;
                            if (UsableToUse.AreaOfEffect == Constant.AOE.OneEnemy)
                            {
                                actor = Enemies[enemySelect].GetComponent <Enemy>().BattleEnemy.Data;
                            }
                            else
                            {
                                actor = Player.Data;
                            }
                            Message = UsableToUse.ItemName + " has been use on " + actor.ActorName + "! ";
                            damage  = ItemFigth(ref actor);
                            break;

                        default:
                            break;
                        }

                        StartCoroutine(ShowMessage());
                    }
                    else if (ProxyInput.GetInstance().B())
                    {
                        deactivateSelector();
                        BattleMenu.SetActive(true);
                        SELECTIONMODE = false;
                    }
                }
                //Player.RemoveOnTurnState();
                break;

            case BattleStateMachine.ENEMYTURN:

                AbstractAbility ability = Enemies[enemySelect].GetComponent <Enemy>().AttackSelected();
                if (ability == null)
                {
                    AbstractActor defender = Player.Data;
                    AbstractActor attacker = Enemies[enemySelect].GetComponent <Enemy>().BattleEnemy.Data;
                    damage   = NormalFight(ref attacker, ref defender, 0);
                    Message += attacker.ActorName + " " + enemySelect + 1 + " has attack! " + damage.ToString() + " Damage dealt ";
                }
                else
                {
                    AbstractActor defender = Player.Data;
                    AbstractActor attacker = Enemies[enemySelect].GetComponent <Enemy>().BattleEnemy.Data;
                    damage   = AbilityFight(ref attacker, ref defender, ability);
                    Message += attacker.ActorName + " " + enemySelect + 1 + " has use " + ability.Ability + "! " + damage.ToString() + " Damage dealt ";
                }

                StartCoroutine(ShowMessage());
                break;

            case BattleStateMachine.WIN:
                string sitems = "";
                foreach (var i in ItemsDrop)
                {
                    sitems += ", " + i.ItemName;
                    Player.Items.InsertUsable(i);
                }
                lvlup = Player.ApplyXp(GainXp);

                Message = "You have earn " + GainXp + " XP, " + sitems;
                StartCoroutine(ShowMessage());
                break;

            case BattleStateMachine.LOSE:
                Message = "You have lost the battle!";
                StartCoroutine(ShowMessage());
                break;

            case BattleStateMachine.LVLUP:
                Message = "You have Reach Level " + Player.Data.Level;
                showStats();
                StartCoroutine(ShowMessage());
                break;

            case BattleStateMachine.ENDBATTLE:
                Destroy(GameObject.Find("BattleMap"));
                Destroy(GameObject.Find("BattleMenu"));
                Constant.ActiveMap.SetActive(true);
                Constant.Control.SetActive(true);
                Player.transform.position = Constant.playerPos;
                break;
            }
        }
    }
Exemple #20
0
 public void Initialize(ref AbstractAbility ability)
 {
     AbilitySelected = ability;
     Init();
 }
Exemple #21
0
 public Ability()
 {
     Data = new AbstractAbility();
 }
Exemple #22
0
 public void AddUnobtainedAbility(AbstractAbility ability)
 {
     unobtainedAbilities.Add(ability);
 }
Exemple #23
0
 public virtual void On(AbstractAbility p)
 {
 }
Exemple #24
0
        private void button1_Click(object sender, EventArgs e)
        {
            //取当前选中的技能
            XiaoGuoAbility  xiaoguo = cboSkill.SelectedItem as XiaoGuoAbility;
            AbstractAbility ability = lsAbility.SelectedItem as AbstractAbility;

            if (xiaoguo != null && ability != null)
            {
                //将ability的技能编号改为现有
                if (!(ability is XiaoGuoAbility))
                {
                    ability.SkillId = xiaoguo.SkillId;
                    if (ability.UnitName != txtName.Text)
                    {
                        ability.SetUnitName(txtName.Text);
                    }
                    //保存技能编号
                    ability.Save();
                }

                xiaoguo.MachHP     = short.Parse(txtHP.Text);
                xiaoguo.PowerGeDou = short.Parse(txtPowerGeDou.Text);
                xiaoguo.MachEN     = short.Parse(txtEN.Text);
                xiaoguo.PowerWuLi  = short.Parse(txtPowerWuLi.Text);
                xiaoguo.MachACT    = short.Parse(txtMachAct.Text);

                xiaoguo.PowerBean          = short.Parse(txtPowerBean.Text);
                xiaoguo.MachDEF            = short.Parse(txtMachDef.Text);
                xiaoguo.PowerMap           = short.Parse(txtPowerMap.Text);
                xiaoguo.MachSPD            = short.Parse(txtMachSpd.Text);
                xiaoguo.PowerZhanJianUnion = short.Parse(txtPowerZhanJianUnion.Text);
                xiaoguo.PowerSheJi         = short.Parse(txtPowerSheJi.Text);
                xiaoguo.PowerYouJiUnion    = short.Parse(txtPowerXiaoDuiUnion.Text);
                xiaoguo.PeoSheJi           = short.Parse(txtPerSheJi.Text);
                xiaoguo.PeoShouBei         = short.Parse(txtPerShouBei.Text);
                xiaoguo.PeoGeDou           = short.Parse(txtPerGedou.Text);
                xiaoguo.PeoCaoDuo          = short.Parse(txtPerCaoDuo.Text);
                xiaoguo.PeoFanYin          = short.Parse(txtPerFanYin.Text);
                xiaoguo.PeoZhiHui          = short.Parse(txtPerZhiHui.Text);
                xiaoguo.PeoJueXin          = short.Parse(txtPerJueXin.Text);
                xiaoguo.PeoTongXun         = short.Parse(txtPerTongXun.Text);
                xiaoguo.PeoFuZuo           = short.Parse(txtPerFuZuo.Text);
                xiaoguo.PeoWeiXiu          = short.Parse(txtPerWeiXiu.Text);
                xiaoguo.PeoMeiLi           = short.Parse(txtPerMeiLi.Text);
                xiaoguo.PeoZhanYiMP        = short.Parse(txtPerZhanYi.Text);
                xiaoguo.MachHPRec          = short.Parse(txtHPRec.Text);
                xiaoguo.MachENRec          = short.Parse(txtENRec.Text);
                xiaoguo.ShiYin1            = byte.Parse(txtShiXin1.Text);
                xiaoguo.ShiYin2            = byte.Parse(txtShiXin2.Text);
                xiaoguo.ShiYin3            = byte.Parse(txtShiXin3.Text);
                xiaoguo.ShiYin4            = byte.Parse(txtShiXin4.Text);
                xiaoguo.ShiYin5            = byte.Parse(txtShiXin5.Text);
                xiaoguo.DmgWuLiGeDou       = short.Parse(txtDmgWuLiGeDou.Text);
                xiaoguo.DmgWuLiSheJi       = short.Parse(txtDmgWuLiSheJi.Text);
                xiaoguo.DmgBeanSheJi       = short.Parse(txtDmgBeanSheJi.Text);
                xiaoguo.DmgBeanGeDou       = short.Parse(txtDmgBeanGeDou.Text);
                xiaoguo.DmgTeShuSheJi      = short.Parse(txtDmgUnknow35.Text);
                xiaoguo.DmgTeShuGeDou      = short.Parse(txtDmgUnknow36.Text);
                xiaoguo.DmgMap             = short.Parse(txtDmgMap.Text);
                xiaoguo.WuXiaoWuLiGeDou    = short.Parse(txtWuXiaoWuLiGeDou.Text);
                xiaoguo.WuXiaoWuLiSheJi    = short.Parse(txtWuXiaoWuLiSheJi.Text);
                xiaoguo.WuXiaoBeanSheJi    = short.Parse(txtWuXiaoBeanSheJi.Text);
                xiaoguo.WuXiaoBeanGeDou    = short.Parse(txtWuXiaoBeanGeDou.Text);
                xiaoguo.WuXiaoTeShuSheJi   = short.Parse(txtWuXiaoUnknow42.Text);
                xiaoguo.WuXiaoTeShuGeDou   = short.Parse(txtWuXiaoUnKnow43.Text);
                xiaoguo.WuXiaoMap          = short.Parse(txtWuXiaoMap.Text);
                xiaoguo.ShangHaiFinal      = short.Parse(txtShangHaiFinal.Text);
                xiaoguo.ShangHaiFinalSelf  = short.Parse(txtShangHaiFinalSelf.Text);
                xiaoguo.UnKnow47           = short.Parse(txtUnknow47.Text);
                xiaoguo.UnKnow48           = short.Parse(txtUnknow48.Text);
                xiaoguo.UnKnow49           = short.Parse(txtUnknow49.Text);
                xiaoguo.UnKnow50           = short.Parse(txtUnknow50.Text);
                xiaoguo.Mov            = byte.Parse(txtMove.Text);
                xiaoguo.JinYan         = short.Parse(txtJinYan.Text);
                xiaoguo.JiFen          = short.Parse(txtJiFen.Text);
                xiaoguo.Money          = short.Parse(txtJinE.Text);
                xiaoguo.SheChenSheJi   = byte.Parse(txtSheChenSheJi.Text);
                xiaoguo.SheChenGeDou   = byte.Parse(txtSheChenGeDou.Text);
                xiaoguo.SheChenWuLi    = byte.Parse(txtSheChenWuLi.Text);
                xiaoguo.SheChenBean    = byte.Parse(txtSheChenBean.Text);
                xiaoguo.SheChenMap     = byte.Parse(txtSheChenMap.Text);
                xiaoguo.XiaoHaoEnSheJi = byte.Parse(txtENXiaoHaoSheJi.Text);
                xiaoguo.XiaoHaoEnGeDou = byte.Parse(txtENXiaoHaoGeDou.Text);
                xiaoguo.XiaoHaoEnWuLi  = byte.Parse(txtENXiaoHaoWuLi.Text);
                xiaoguo.XiaoHaoEnBean  = byte.Parse(txtENXiaoHaoBean.Text);
                xiaoguo.XiaoHaoEnMap   = byte.Parse(txtENXiaoHaoMap.Text);
                xiaoguo.XiaoHaoMP      = byte.Parse(txtXiaoHaoMP.Text);
                xiaoguo.BaoJiSheJi     = byte.Parse(txtBaoJiSheJi.Text);
                xiaoguo.BaoJiGeDou     = byte.Parse(txtBaoJiGeDou.Text);
                xiaoguo.BaoJiWuLi      = byte.Parse(txtBaoJiWuLI.Text);
                xiaoguo.BaoJiBean      = byte.Parse(txtBaoJiBean.Text);
                xiaoguo.BaoJiUnKnow    = byte.Parse(txtBaoJiUnKnow72.Text);
                xiaoguo.MinZhong       = byte.Parse(txtMinZhong.Text);
                xiaoguo.ShanBi         = byte.Parse(txtShanBi.Text);
                xiaoguo.UnKnow75       = byte.Parse(txtUnKnow75.Text);
                xiaoguo.EWaiXinDong    = byte.Parse(txtPerEWaiXinDong.Text);
                xiaoguo.AreaZhiHui     = byte.Parse(txtAreaZhiHui.Text);
                xiaoguo.UnKnow78       = byte.Parse(txtAreaUnknow78.Text);
                xiaoguo.AreaJiNen      = byte.Parse(txtAreaJiNen.Text);

                xiaoguo.UnKnow80 = short.Parse(txtUnknow80.Text);

                xiaoguo.RemarkId = short.Parse(txtRemarkId.Text);

                //写技能文本
                if (txtXiaoGuoRemark.Enabled && txtXiaoGuoRemark.Text.Replace("\r\n", "\n") != xiaoguo.RemarkDetail)
                {
                    xiaoguo.RemarkDetail = txtXiaoGuoRemark.Text.Replace("\r\n", "\n");
                }

                xiaoguo.Save();

                tsmiState.Text      = "写入成功";
                tsmiState.ForeColor = Color.Green;
            }
            else
            {
                tsmiState.Text      = "保存失败,请选择技能";
                tsmiState.ForeColor = Color.Red;
            }
        }
Exemple #25
0
 public virtual void On(AbstractAbility selected)
 {
 }
Exemple #26
0
 protected override void InitiateTargetting(AbstractAbility ability)
 {
     PrepareTargets(ability as AbstractActionAbility);
 }
Exemple #27
0
 public override void On(AbstractAbility p)
 {
     GameObject.Find(Constant.LastSceneLoaded).transform.FindChild("Canvas").GetComponent <Menus>().On(p);
 }
Exemple #28
0
 public AbstractJob()
 {
     Abilities = new List <AbstractAbility>();
     AbstractAbility aux = new AbstractAbility();
 }