//public override void Apply(BaseObject target) //{ // target.HandleHealEffect(this, Amount); //} public IEnumerator Knockback(Characters.Character source, ActionProduct action, Characters.Character target) { //yield return null; yield return(new WaitForSeconds(_delay)); var direction = action.Direction; direction.Normalize(); float i = 0; float distance = 0; while (distance < _distance) { var speed = _stepSpeed * Mathf.Pow(_stepDiscount, i); if (target.Physic.MoveVelocity.magnitude < speed) { target.Physic.MoveVelocity = speed * direction; } distance += speed; i++; yield return(new WaitForSeconds(_stepDuration)); } yield return(null); }
public void DelPlayer(Characters.Character character) { Send(string.Concat("GM|-", character.ID)); lock (Characters) Characters.Remove(character); }
public GuildCollector(Maps.Map map, Characters.Character owner, int id) { ID = id; IsInFight = false; Guild = owner.Guild; Map = map; Map.Collector = this; Owner = owner.ID; Cell = owner.MapCell; Dir = 3; Name = new int[2] { Utilities.Basic.Rand(1, 39), Utilities.Basic.Rand(1, 71) }; timer = new Timer(); timer.Enabled = true; timer.Interval = Utilities.Basic.Rand(5000, 15000); timer.Elapsed += new ElapsedEventHandler(this.Move); timer.Start(); Map.Send(string.Concat("GM", PatternMap())); }
public override void Use(Characters.Character source) { foreach (var a in _actions) { a.Use(source); } }
public override void UseAgainst(Characters.Character source, BaseObject target) { foreach (var a in _actions) { a.UseAgainst(source, target); } }
public static void OpenBank(Characters.Character character) { if (!Entities.Requests.BanksRequests.BanksList.Any(x => x.Owner == character.NClient.Infos.ID)) { var newBank = new Bank() { Owner = character.NClient.Infos.ID, Kamas = 0, IsNewBank = true }; Entities.Requests.BanksRequests.BanksList.Add(newBank); } var bank = Entities.Requests.BanksRequests.BanksList.First(x => x.Owner == character.NClient.Infos.ID); var price = bank.Items.Count; if (price != 0 && price > character.Kamas) { character.NClient.Send("Im182"); return; } character.Kamas -= price; character.SendChararacterStats(); BanksExchanges.Add(new BankExchange(bank, character)); character.NClient.Send("ECK5|"); character.NClient.Send(string.Format("EL{0};G{1}", bank.GetExchangeItems(), bank.Kamas)); character.State.OnExchangeWithBank = true; }
public void UpdateOnHitSettings(Characters.Character owner, float baseDamage, LayerMask ignore, float persistTime) { this.owner = owner; this.baseDamage = baseDamage; this.ignore = ignore; killTime = Time.time + persistTime; }
protected override void OnCast(Characters.Character character, uint power) { if (character.Condition == Characters.Character.ConditionType.poisoned) { character.Condition = Characters.Character.ConditionType.healthy; } }
public void UpdateOnHitSettings(Characters.Character owner, Weapon wep, LayerMask ignore, float persistTime) { this.owner = owner; weapon = wep; this.ignore = ignore; killTime = Time.time + persistTime; }
protected override void OnCast(Characters.Character character, uint power) { if (character.Condition != Characters.Character.ConditionType.invulnerable) { character.Hp -= power; } }
private void Start() { targetStats = target.GetComponent <Characters.Character>(); foreach (var c in FindObjectsOfType <Canvas>()) { if (c.renderMode == RenderMode.WorldSpace) { ui = Instantiate(uiPrefab, c.transform).transform; healthSlider = ui.Find("HealthMask/HealthBar").GetComponent <Image>(); shieldSlider = ui.Find("HealthMask/ShieldBar").GetComponent <Image>(); try { var enemyStats = (EnemyStats)targetStats; var levelText = ui.Find("LevelBackground/LevelText").GetComponent <TextMeshProUGUI>(); levelText.text = targetStats.level.ToString(); var enemyName = ui.Find("NameBackground/EnemyName").GetComponent <TextMeshProUGUI>(); enemyName.text = gameObject.name; var enemyStars = ui.Find("LevelBackground/Stars").GetComponent <Image>(); enemyStars.sprite = starsContainer[enemyStats.stars - 1]; } catch { /*Ignored*/ } ui.gameObject.SetActive(false); break; } } targetStats.OnHealthChanged += OnHealthChanged; }
public ExchangePlayer(Characters.Character _character) { IsNpc = false; Character = _character; Items = new List <ExchangeItem>(); }
public override bool Verify(Characters.Character source, Characters.Character target) { Attributes.StatResource.StatPersistence stat1 = source.Attributes.GetStat(_tag); Attributes.StatResource.StatPersistence stat2 = source.Attributes.GetStat(_tag); float value1, value2 = 0; switch (_mode) { case Mode.Ratio: value1 = stat1.Current / stat1.Total; value2 = stat2.Current / stat2.Total; break; case Mode.Current: value1 = stat1.Current / stat1.Total; value2 = stat2.Current / stat2.Total; break; case Mode.Total: value1 = stat1.Current / stat1.Total; value2 = stat2.Current / stat2.Total; break; default: return(false); } return(_comparison.Verify(value1 - value2)); }
public static void SendZaaps(Characters.Character character) { if (Entities.Requests.ZaapsRequests.ZaapsList.Any(x => x.MapID == character.MapID)) { var zaap = Entities.Requests.ZaapsRequests.ZaapsList.First(x => x.MapID == character.MapID); if (!character.Zaaps.Contains(zaap.MapID)) { character.Zaaps.Add(zaap.MapID); character.NClient.Send("Im024"); } var savepos = (Entities.Requests.ZaapsRequests.ZaapsList.Any(x => x.MapID == character.SaveMap) ? Entities.Requests.ZaapsRequests.ZaapsList.First(x => x.MapID == character.SaveMap).MapID.ToString() : ""); var packet = string.Format("WC{0}|", savepos); Entities.Requests.ZaapsRequests.ZaapsList.Where(x => character.Zaaps.Contains(x.MapID)).ToList(). ForEach(x => packet = string.Format("{0}{1};{2}|", packet, x.MapID, CalcPrice(character.GetMap(), x.Map))); character.NClient.Send(packet.Substring(0, packet.Length - 1)); } else { character.NClient.Send("BN"); } }
public static void NPCNeedFactory(Characters.Character character) { Debug.Log("In NPCNeedFactory"); JSONNode j = Connect.GetJSONNode(new List <string> { "Need", "NeedData.json" }); for (int i = 0; i < j["NPCNeed"].Count; i++) { Need charNeed = character.gameObject.AddComponent <Need>(); //Debug.Log("name " + j["NPCNeed"][i]["needName"].Value); //Debug.Log("stati " + NeedStatusFactory(j, i)); //Debug.Log("starting " + j["NPCNeed"][i]["startingValue"].AsInt); //Debug.Log("decrementvalue " + j["NPCNeed"][i]["valueDecrementRate"].AsInt); //Debug.Log("time " + j["NPCNeed"][i]["timeToDecrement"].AsInt); NeedData need = new NeedData( j["NPCNeed"][i]["needName"].Value, NeedStatusFactory(j, i), j["NPCNeed"][i]["startingValue"].AsInt, j["NPCNeed"][i]["valueDecrementRate"].AsInt, j["NPCNeed"][i]["timeToDecrement"].AsInt ); charNeed.Init(need); } }
private void DoApply2(ActionProduct action, Characters.Character target) { foreach (var item in _items) { target.InventoryUser.TryStore(item); } }
public static void OnMove(Characters.Character character, int nextZaapis) { if (Entities.Requests.ZaapisRequests.ZaapisList.Any(x => x.MapID == nextZaapis)) { var zaapis = Entities.Requests.ZaapisRequests.ZaapisList.First(x => x.MapID == nextZaapis); if ((zaapis.Faction == 1 && character.Faction.ID == 2) || (zaapis.Faction == 2 && character.Faction.ID == 1)) { character.NClient.Send("Im1196"); return; } var price = (character.Faction.ID == zaapis.Faction ? 10 : 20); character.Kamas -= price; character.NClient.Send(string.Concat("Im046;", price)); character.TeleportNewMap(zaapis.MapID, zaapis.CellID); character.NClient.Send("Wv"); character.SendChararacterStats(); } else { character.NClient.Send("BN"); } }
public void OnTriggerEnter(Collider other) { if (_character == null) { _character = other.GetComponent <Characters.Character>(); } }
/// <summary> /// Initializes the test map. /// </summary> public static void InitTestMap() { currentMapName = "????????"; npcPosition = new Vector2(200, 100); prop1Position = new Vector2(200, 200); npc = new Characters.NPCs.TestNPC(npcPosition); }
public void Init(Characters.Character character) { this.character = character; GetComponentInChildren <Animator>().runtimeAnimatorController = Characters.GetAnimation(character); characterImage.GetComponent <UnityEngine.UI.Image>().sprite = Characters.GetSprite(character); armImage.GetComponent <UnityEngine.UI.Image>().sprite = Characters.GetArm(character); }
public void UpdateOnHitSettings(Characters.Character owner, Vector3 dir, LayerMask ignore, float baseDamage) { this.owner = owner; this.baseDamage = baseDamage; incomingDirection = dir; ParticleSystem.CollisionModule coll = part.collision; coll.collidesWith = ~ignore; }
public IActionResult Random() { Random rng = new Random(); CharacterCard character = new Characters.Character(20, ClassEnum.Barbarian.GetEnumText()).CreateNewCharacter(); return(View(character)); }
protected override void OnCast(Characters.Character character, uint power) { if (character.Condition != Characters.Character.ConditionType.invulnerable) { character.Hp -= (uint)new System.Random().Next(0, Math.Min((int)this.Power, (int)character.MaxHp) + 1); this.Power++; } }
// JUST GIVE THE ITEM protected override void DoApply(ActionProduct action, Characters.Character target) { if (_isItemTransfer) { return; } DoApply2(action, target); }
private void ReflectDamage(Characters.Character source, Characters.Character target, float damage) { if (source == target) { return; } damage *= EffectPower; source.TakeDamage(TargetStats, damage, 0); }
// TODO: Handle not destroying the object if condition not satisfied // TRANSFER THE ITEM IF EXISTS IN FIRST GUY's inv protected override void DoApply(Characters.Character source, ActionProduct action, Characters.Character target) { if (_isItemTransfer) { // TODO Give item to other character } else { DoApply2(action, target); } }
protected override void OnCast(Characters.Character character, uint power) { if (character.Condition != Characters.Character.ConditionType.invulnerable && character.Condition != Characters.Character.ConditionType.dead) { this.power = (int)power; this.character = character; Thread waitingThread = new Thread(LockCondition); waitingThread.Start(); } }
public void OnTargetHit(Characters.Character source, BaseObject target) { _strategy.OnTargetHitFromCharacterHandler -= OnTargetHit; foreach (var ef in _resource.Effects) { target.TryApply(source, this, ef); } target.NotifyActionHandled(this); }
public override void Execute(Characters.Character caller, string[] args) { if (args.Length != 0) { ShowSyntax(caller); } else { caller.Save(); } }
public override void Execute(Characters.Character caller, string[] args) { if (args.Length != 0) { ShowSyntax(caller); } else { caller.Notify("X: " + caller.Position.X + ", Y: " + caller.Position.Y); } }
public Player() { // make sure these don't start uninitialized Cards = new List<SkillCard>(); LoyaltyCards = new List<LoyaltyCard>(); CustomDraws = new List<List<SkillCardColor>>(); MutinyHand = new List<MutinyCard>(); SuperCrisisCards = new List<SuperCrisisCard>(); QuorumHand = new List<QuorumCard>(); Titles = new List<Titles>(); Character = new Characters.Character(); }
public Player(bool IsAI, int x_arg , int y_arg = -1 , bool isReversed = false) { X_loc = x_arg; if (y_arg == -1) { Y_loc = Game1.Variables.GameRectangle.Y + Game1.Variables.GameRectangle.Height - Game1.Variables.CharacterSize.Height; } this.IsAI = IsAI; this.IsReversed = isReversed; Character_textures = new Characters.Character(); boxCollision = new Collision.BoxCollision(); }
public Fighter(Characters.Character player, int team) { Player = player; _team = team; }
public Exchange(Characters.Character new1, Characters.Character new2) { player1 = new1; player2 = new2; }
public void ParseEffect(Characters.Character client) { Client = client; switch (_ID) { case 110: // + Vie AddLife(); break; case 111: // + PA AddPA(); break; case 112: // + Dommage AddDamage(); break; case 115: // + Coups critiques AddCritic(); break; case 116: // - PO SubPO(); break; case 117: // + PO AddPO(); break; case 118: // + Force AddStrenght(); break; case 119: // + Agilité AddAgility(); break; case 122: // + Echec AddFail(); break; case 123: // + Chance AddLuck(); break; case 124: // + Wisdom AddWisdom(); break; case 125: // + Vitalité AddLife(); break; case 126: // + Intel AddIntel(); break; case 128: // + PM AddPM(); break; case 138: // + %Dommage AddPercentDamage(); break; case 142: // + Dommage Physique AddPhysicDamage(); break; case 143: // + Dommage Magique AddMagicDamage(); break; case 152: // - Chance SubLuck(); break; case 153: // - Vitalité SubLife(); break; case 154: // - Agilité SubAgility(); break; case 155: // - Intelligence SubIntelligence(); break; case 156 : // - Sagesse SubWisdom(); break; case 157: // - Force SubStrenght(); break; case 158: // + Pods AddPods(); break; case 159: // - Pods SubPods(); break; case 160: // + Esquive PA AddDodgePA(); break; case 161: // + Esquive PM AddDodgePM(); break; case 162: // - Esquive PA SubDodgePA(); break; case 163: // - Esquive PM SubDodgePM(); break; case 164: // - Dommage SubDamage(); break; case 168: // - PA SubPA(); break; case 169: // - PM SubPM(); break; case 171: // - Coups critiques SubCritic(); break; case 172: // - Dommage Magique SubMagic(); break; case 173: // - Dommage Physique SubPhysic(); break; case 174: // + Initiative AddInitiative(); break; case 175: // - Initiative SubInitiative(); break; case 176: // + Prospection AddProspection(); break; case 177: // - Prospection SubProspection(); break; case 178: // + Soins AddHeal(); break; case 179: // - Soins SubHeal(); break; case 182: // + Invocations AddMonster(); break; case 210: // + %Armure terre AddArmorStrenght(); break; case 211: // + %Armure Chance AddArmorLuck(); break; case 212: // + %Armure Agilité AddArmorAgility(); break; case 213: // + %Armure Intelligence AddArmorIntelligence(); break; case 214: // + %Armure Neutre AddArmorNeutral(); break; case 215: // - %Armure Terre SubArmorPercentStrenght(); break; case 216: // -%Armure Chance SubArmorPercentLuck(); break; case 217: // - %Armure Agilité SubArmorPercentAgility(); break; case 218: // - %Armure Intel SubArmorPercentIntelligence(); break; case 219: // - %Armure Neutre SubArmorPercentNeutral(); break; case 225: // + Dommage Piege AddTrapDamage(); break; case 226: // + %Dommage Piege AddTrapPercentDamage(); break; case 240: // + Armor Force AddArmorStrenght(); break; case 241: // + Armor Chance AddArmorLuck(); break; case 242: // + Armor Agilité AddArmorAgility(); break; case 243: // + Armor Intelligence AddArmorIntelligence(); break; case 244: // + Armor Neutre AddArmorNeutral(); break; case 245: // - Armor Force SubArmorStrenght(); break; case 246: // - Armor Chance SubArmorLuck(); break; case 247: // - Armor Agilité SubArmorAgility(); break; case 248: // - Armor Intel SubArmorIntelligence(); break; case 249: // - Armor Neutre SubArmorNeutral(); break; case 250: // + %Pvp Armor Force AddArmorPvpStrenghtPercent(); break; case 251: // + %Pvp Armor Chance AddArmorPvpLuckPercent(); break; case 252: // + %Pvp Armor Agilité AddArmorPvpAgilityPercent(); break; case 253: // + %Pvp Armor Intel AddArmorPvpIntelligencePercent(); break; case 254: // + %Pvp Armor Neutre AddArmorPvpNeutralPercent(); break; case 255: // -%Pvp Armor Force SubArmorPvpStrenghtPercent(); break; case 256: // - %Pvp Armor Chance SubArmorPvpLuckPercent(); break; case 257: // -%Pvp Armor Agilité SubArmorPvpAgilityPercent(); break; case 258: // -%Pvp Armor Intel SubArmorPvpIntelligencePercent(); break; case 259: // -%Pvp Armor Neutre SubArmorPvpNeutralPercent(); break; case 260: // + Pvp Armor Force AddArmorPvpStrenght(); break; case 261: // + Pvp Armor Chance AddArmorPvpLuck(); break; case 262: // + Pvp Armor Agilité AddArmorPvpAgility(); break; case 263: // + Pvp Armor Intelligence AddArmorPvpIntelligence(); break; case 264: // + Pvp Armor Neutre AddArmorPvpNeutral(); break; } }