public static void Main() { Debug.Print("Sleeping until PIR stablises, about 10 seconds."); Thread.Sleep(10000); Debug.Print("Ready...."); board = new BaseBoard(); board.Button.Pressed += OnPressedEvent; board.Button.Released += OnReleasedEvent; board.Sensor.DetectedMotion += OnMotionEvent; state = new StandByState(board); state.StateChanged += state_StateChanged; Thread.Sleep(Timeout.Infinite); }
public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); switch ( version ) { case 0: { m_Board = (BaseBoard)reader.ReadItem(); if ( m_Board == null || Parent == null ) Delete(); break; } } }
public PieceBlackQueen(BaseBoard board) : base(0x3591, board) { }
public PieceWhiteBishop( BaseBoard board ) : base( 0x3585, board ) { }
public PieceBlackPawn(BaseBoard board) : base(0x3590, board) { }
public PieceWhiteKing(BaseBoard board) : base(0x3587, board) { }
public PieceBlackBishop(BaseBoard board) : base(0x358C, board) { }
public PieceBlackKnight(BaseBoard board) : base(0x358F, board) { }
public static bool ValidateDefault(Mobile from, BaseBoard board) => !board.Deleted && (from.AccessLevel >= AccessLevel.GameMaster || from.Alive && (board.IsChildOf(from.Backpack) || board.RootParent is not Mobile &&
public PieceBlackRook(BaseBoard board) : base(0x358D, board) { }
public PieceBlackRook( BaseBoard board ) : base( 0x358D, board ) { }
public AlarmSetState(BaseBoard board) { this.board = board; }
public PieceWhiteRook( BaseBoard board ) : base( 0x3586, board ) { }
//메소드가 사용되어야 하는 상황을 구분짓기 위해 두개를 나눔. public override void ThrowEvent(string keyData, params object[] datas) { if (keyData == ConstValue.EventKey_Hit) { if (OBJECT_STATE == eBaseObjectState.STATE_DIE) { return; } if (IS_SUPERARMOR) { IS_SUPERARMOR = false; } // 공격 주체의 케릭터 GameCharacter casterCharacter = datas[0] as GameCharacter; SkillTemplate skillTemplate = datas[1] as SkillTemplate; //0625 교준, 현재의 buff를 받기 위함. string curBuff = datas[2] as string; //0626 교준, 여기에 공격 방향도 받아야 할듯? -> 피의 방향을 위해 //Vector3 damagedPos = (Vector3)datas[3]; Quaternion attackDir = (Quaternion)datas[3]; if (curBuff != eBuffType.NONE.ToString()) { BuffTemplateData buffEffect = BuffManager.Instance.Get(curBuff); casterCharacter.CHARACTER_STATUS.AddStatusData("BUFF", buffEffect.STATUS_DATA); } casterCharacter.CHARACTER_STATUS.AddStatusData("SKILL", skillTemplate.STATUS_DATA); //데미지 수치를 랜덤값으로 만들면 더 좋다. 규칙을 정한것이지 구조가 아님. 다른곳에서도 처리 가능함. double attackDamage = casterCharacter.CHARACTER_STATUS.GetStatusData(eStatusData.ATTACK) - SelfCharacter.CHARACTER_STATUS.GetStatusData(eStatusData.DEFENCE); if (attackDamage < 0) { attackDamage = 0; } // SelfCharacter.CHARACTER_STATUS.GetStatusData(eStatusData.DEFFENCE); casterCharacter.CHARACTER_STATUS.RemoveStatusData("SKILL"); if (curBuff != eBuffType.NONE.ToString()) { casterCharacter.CHARACTER_STATUS.RemoveStatusData("BUFF"); } //은기 완전 무적상태 추가 if (IS_INVUL == false) { if (IS_SUPERARMOR == false) { //은기 6.29 콤보게이지 관련 추가(양 조절) if (GameManager.Instance.PLAYER_ACTOR.GetComponent <Player>().ComboSkillSet.COMBO_GAGE < 1) { GameManager.Instance.PLAYER_ACTOR.GetComponent <Player>().ComboSkillSet.COMBO_GAGE += 0.3f; GameManager.Instance.PLAYER_ACTOR.GetComponent <Player>().ComboSkillSet.POWER_DOWN_STATE = false; } SelfCharacter.IncreaseCurrentHP(-attackDamage); } Vector3 damagedPos = gameObject.transform.localPosition; if (attackDir != null) { BloodManager.Instance.CreateBloodParticle(gameObject, damagedPos, attackDir); } else { BloodManager.Instance.CreateBloodParticle(gameObject, damagedPos); } } //재인이형 // HPBoard BaseBoard board = BoardManager.Instance.GetBoardData(this, eBoardType.BOARD_HP); if (board != null) { board.SetData(ConstValue.SetData_HP, GetStatusData(eStatusData.MAX_HP), SelfCharacter.CURRENT_HP); } //재인이형 //// Board 초기화 board = null; //// DamageBoard //board = BoardManager.Instance.AddBoard(this, eBoardType.BOARD_DAMAGE); //if (board != null) // board.SetData(ConstValue.SetData_Damage, attackDamage); //건희 //// 피격 에니메이션 //AI.ANIMATOR.SetInteger("Hit", 1); } else if (keyData == ConstValue.EventKey_SelectSkill) { int index = (int)datas[0]; SkillData data = SelfCharacter.GetSkillByIndex(index); SelfCharacter.SELECT_SKILL = data; } else if (keyData == ConstValue.ActorData_SetTarget) { TargetObject = datas[0] as BaseObject; } else if (keyData == ConstValue.EventKey_SelectState) { if (this.tag != "Player") { BaseBoard board = BoardManager.Instance.GetBoardData(this, eBoardType.BOARD_STATUS); if (board != null) { board.SetData(ConstValue.SetData_Status, (eStateType)datas[0], (BaseObject)datas[1]); } } } else { base.ThrowEvent(keyData, datas); } }
public PieceWhiteChecker(BaseBoard board) : base(0x3584, board) { }
public PieceBlackChecker(BaseBoard board) : base(0x358B, board) { }
public PieceWhiteChecker( BaseBoard board ) : base( 0x3584, board ) { }
public PieceBlackChecker( BaseBoard board ) : base( 0x358B, board ) { }
public PieceBlackBishop( BaseBoard board ) : base( 0x358C, board ) { }
public PieceWhiteRook(BaseBoard board) : base(0x3586, board) { }
public PieceWhiteKnight( BaseBoard board ) : base( 0x3588, board ) { }
public PieceWhiteBishop(BaseBoard board) : base(0x3585, board) { }
public PieceBlackKnight( BaseBoard board ) : base( 0x358F, board ) { }
public PieceWhiteKnight(BaseBoard board) : base(0x3588, board) { }
public PieceWhitePawn( BaseBoard board ) : base( 0x3589, board ) { }
public PieceWhitePawn(BaseBoard board) : base(0x3589, board) { }
public PieceBlackPawn( BaseBoard board ) : base( 0x3590, board ) { }
public PieceBlackKing(BaseBoard board) : base(0x358E, board) { }
public PieceBlackKing( BaseBoard board ) : base( 0x358E, board ) { }
public PieceWhiteQueen(BaseBoard board) : base(0x358A, board) { }
public PieceWhiteQueen( BaseBoard board ) : base( 0x358A, board ) { }
public BasePiece( int itemID, BaseBoard board ) : base( itemID ) { m_Board = board; }
public PieceWhiteKing( BaseBoard board ) : base( 0x3587, board ) { }
public StandByState(BaseBoard board) { this.board = board; }
public PieceBlackQueen( BaseBoard board ) : base( 0x3591, board ) { }
public BasePiece(int itemID, BaseBoard board) : base(itemID) { Board = board; }