Exemple #1
0
    private void SourceView()
    {
        if (HeadersSource == null)
        {
            HeadersSource  = new List <EffectActor>();
            SelectedSource = null;
        }
        EffectActor dis = null;

        foreach (var s in HeadersSource)
        {
            GUILayout.BeginHorizontal();
            EditorGUILayout.ObjectField(s, s.GetType(), true);
            if (GUILayout.Button("删除"))
            {
                dis = s;
            }
            if (GUILayout.Button("选中"))
            {
                SelectedSource = s;
            }
            GUILayout.EndHorizontal();
        }
        if (dis != null)
        {
            GameObject.DestroyImmediate(dis.gameObject);
        }
        GUILayout.Label("当前选中:");
        GUILayout.Label(SelectedSource == null ? "空" : SelectedSource.Name);
    }
        private static void raiseNewEffect(Effect.EffectType effectType)
        {
            if (Effect.arrayOfViewableEffects.Contains(effectType))
            {
                Effect      effect = new Effect(effectType);
                EffectActor actor  = EffectActor.CreateNewEffectActor(effect).GetComponent <EffectActor>();
                actor.ShowHalo();
            }

            EffectEvents.DoEffect(effectType);
        }
        private static IEnumerator RemoveSingleEffectCoroutine(EffectActor effectActor)
        {
            float duration = 1.5f;

            yield return(new WaitForSeconds(.01f));

            Sequence sequence = DOTween.Sequence();

            effectActor.transform.parent = null;
            sequence.Append(effectActor.transform.DOScale(.1f, duration));
            sequence.Insert(0, effectActor.transform.DORotate(new Vector3(0, 0, 355), duration));
            sequence.Append(effectActor.transform.DOMove(Visual.instance.CardPointDiscard.transform.position, .01f));
            sequence.AppendCallback(() =>
            {
                effectActor.transform.SetParent(Visual.instance.CardPointDiscard.transform);
            });
        }
Exemple #4
0
 private void SequenceUpdate(EffectActor actor)
 {
     for (int i = 0; i < probes.Length; i++)
     {
         if (!matrix[i].IsRun)
         {
             continue;
         }
         if (probes[i] < matrix[i].Length)
         {
             if (matrix[i][probes[i]] == actor)
             {
                 probes[i] = probes[i] + 1;
             }
         }
     }
     ActorsResponse();
 }
    private IEnumerator PrepareCardForNewGameCoroutine()
    {
        foreach (CardManager.Card card in Game.instance.currentDeck)
        {
            GameObject cardObject = OneCardManager.CreateOneCardManager(card, Visual.instance.CardDeckFrame);
            cardObject.transform.DORotate(new Vector3(0f, 179f, 0f), 0);
        }



        SameDistanceChildren distance = Visual.instance.CurrentEncounter.GetComponent <SameDistanceChildren>();

        foreach (CardManager.Card card in Game.instance.currentEncounter)
        {
            int        index      = Game.instance.currentEncounter.IndexOf(card);
            GameObject slot       = distance.slots[index];
            GameObject cardObject = OneCardManager.CreateOneCardManager(card, slot);
        }

        SameDistanceChildren treasureHand = Visual.instance.TreasureHand.GetComponent <SameDistanceChildren>();

        foreach (CardManager.Card card in Game.instance.TreasureHand)
        {
            int        index      = Game.instance.TreasureHand.IndexOf(card);
            GameObject slot       = treasureHand.slots[index];
            GameObject cardObject = OneCardManager.CreateOneCardManager(card, slot);
        }

        foreach (Effect effect in Game.instance.CardEffects)
        {
            GameObject effectActorObject = EffectActor.CreateNewEffectActor(effect);
        }

        yield return(new WaitForSeconds(.01f));

        GameLogicEvents.eventUpdateCurrentEncounter.Invoke();
        Command.CommandExecutionComplete();
    }
Exemple #6
0
        //NoRune:blank, A: radius, B: Bounce, C: Pool, D: Turret, E: chainLightning
        //TODO:Rune_B,D,E
        //Rune_B -> Allows skull to bounce up to two times, reduce damage by 15%
        //Rune_E -> Instead of firebomb doing AoE, each does direct damage to enemy then bounces to up to nearby enemies, reduce damage by 20%
        public override IEnumerable<TickTimer> Main()
        {
            UsePrimaryResource(EvalTag(PowerKeys.ResourceCost));

            Projectile[] grenades = new Projectile[1];
            for (int i = 0; i < grenades.Length; ++i)
            {
                var projectile = new Projectile(this, 6453, User.Position);
                grenades[i] = projectile;
            }

            float height = ScriptFormula(3);

            for (int i = 0; i < grenades.Length; ++i)
            {
                grenades[i].LaunchArc(PowerMath.TranslateDirection2D(TargetPosition, User.Position, TargetPosition,
                                                                      0f), height, ScriptFormula(2));
            }
            yield return grenades[0].ArrivalTime;

            if (Rune_D > 0)
            {
                //TODO:figure out the column animation.
                var FireColumn = new EffectActor(this, -1, TargetPosition);
                FireColumn.Timeout = WaitSeconds(ScriptFormula(14));
                FireColumn.Scale = 2f;
                FireColumn.Spawn();
                FireColumn.UpdateDelay = 0.33f; // attack every half-second
                FireColumn.OnUpdate = () =>
                {
                    var targets = GetEnemiesInRadius(FireColumn.Position, ScriptFormula(26));
                    if (targets.Actors.Count > 0 && targets != null)
                    {
                        targets.SortByDistanceFrom(FireColumn.Position);
                        var proj = new Projectile(this, 193969, FireColumn.Position);
                        proj.Position.Z += 5f;  // unknown if this is needed
                        proj.OnCollision = (hit) =>
                        {
                            WeaponDamage(hit, ScriptFormula(13), DamageType.Fire);

                            proj.Destroy();
                        };
                        FireColumn.TranslateFacing(targets.Actors[0].Position, true);
                        proj.LaunchArc(targets.Actors[0].Position, ScriptFormula(29), ScriptFormula(28));
                    }

                };
            }
            else
            {
                foreach (var grenade in grenades)
                {
                    var grenadeN = grenade;

                    SpawnEffect(6451, TargetPosition);

                    if (Rune_C > 0)
                    {
                        var pool = SpawnEffect(6483, grenade.Position, 0, WaitSeconds(ScriptFormula(12)));
                        pool.UpdateDelay = 1f;
                        pool.OnUpdate = () =>
                        {
                            WeaponDamage(GetEnemiesInRadius(grenadeN.Position, ScriptFormula(11)), ScriptFormula(10), DamageType.Fire);
                        };
                    }

                    AttackPayload attack = new AttackPayload(this);
                    attack.Targets = GetEnemiesInRadius(grenade.Position, ScriptFormula(4));
                    attack.AddWeaponDamage(ScriptFormula(0), DamageType.Fire);
                    attack.OnHit = (hitPayload) =>
                    {
                        if (Rune_A > 0)
                        {
                            SpawnEffect(193964, grenade.Position);
                            WeaponDamage(GetEnemiesInRadius(grenadeN.Position, ScriptFormula(5)), ScriptFormula(6), DamageType.Fire);
                        }
                    };
                    attack.Apply();
                }
            }
        }
Exemple #7
0
        public override IEnumerable<TickTimer> Main()
        {
            UsePrimaryResource(EvalTag(PowerKeys.ResourceCost));

            //ScriptFormula(6) = Max Hydra Clusters

            Vector3D userCastPosition = new Vector3D(User.Position);
            Vector3D[] spawnPoints = PowerMath.GenerateSpreadPositions(TargetPosition, new Vector3D(TargetPosition.X, TargetPosition.Y + 0.7f, TargetPosition.Z), 120, 3);

            var timeout = WaitSeconds(ScriptFormula(0));

            var lavapool = SpawnEffect(RuneSelect(81103, 83028, 81238, 77112, 83964, 81239), TargetPosition, 0, timeout); //Lava Pool Spawn
            lavapool.PlayEffectGroup(RuneSelect(81102, 82995, 82116, -1, 86328, 81301));

            int[] actorSNOs = new int[] {   RuneSelect(80745, 82972, 82109, 82111, -1, 81515), 
                                            RuneSelect(80757, 83024, 81229, 81226, -1, 81231), 
                                            RuneSelect(80758, 83025, 81230, 81227, -1, 81232) };

            if (Rune_D > 0)
            {

                //big hydra -> this throws an exception once spawned.
                var hydra1 = new EffectActor(this, 83959, spawnPoints[0]);
                hydra1.Scale = 2f;
                hydra1.Spawn();
                hydra1.UpdateDelay = 3f;
                hydra1.OnUpdate = () =>
                {
                    var target = GetEnemiesInRadius(hydra1.Position, 50f).GetClosestTo(hydra1.Position);
                    float castAngle = MovementHelpers.GetFacingAngle(hydra1.Position, target.Position);
                    hydra1.TranslateFacing(target.Position, true);
                    //timeout is set to 3, but starts while casting firewall, when it should start after firewall has spawned (1.8seconds)
                    var firewall = SpawnEffect(86082, hydra1.Position, castAngle, WaitSeconds(3f));
                    firewall.UpdateDelay = 1f;
                    firewall.OnUpdate = () =>
                    {
                        WeaponDamage(GetEnemiesInBeamDirection(hydra1.Position, target.Position, 50f, 5f), 1.00f, DamageType.Fire);
                    };

                };
            }
            else if (Rune_A > 0)
            {

                var hydra1 = SpawnEffect(actorSNOs[0], spawnPoints[0], 0, timeout);
                hydra1.UpdateDelay = 1.5f; // attack every half-second
                hydra1.OnUpdate = () =>
                {
                    var target = GetEnemiesInRadius(hydra1.Position, 15f).GetClosestTo(hydra1.Position);
                    float castAngle = MovementHelpers.GetFacingAngle(hydra1.Position, target.Position);
                    hydra1.TranslateFacing(target.Position, true);
                    var ConeOfCold = SpawnEffect(83043, hydra1.Position, castAngle, WaitSeconds(ScriptFormula(7)));
                    ConeOfCold.UpdateDelay = ScriptFormula(6);
                    ConeOfCold.OnUpdate = () =>
                    {
                        WeaponDamage(GetEnemiesInArcDirection(hydra1.Position, Target.Position, ScriptFormula(3), ScriptFormula(2)), 1.00f, DamageType.Cold);
                    };

                };
            }
            else if (Rune_B > 0)
            {
                var hydra1 = SpawnEffect(actorSNOs[0], spawnPoints[0], 0, timeout);
                hydra1.UpdateDelay = 1.5f; // attack every half-second
                hydra1.OnUpdate = () =>
                {
                    var targets = GetEnemiesInRadius(hydra1.Position, 50f);
                    if (targets.Actors.Count > 0 && targets != null)
                    {
                        //capsule width TODO
                        targets.SortByDistanceFrom(hydra1.Position);
                        hydra1.TranslateFacing(targets.Actors[0].Position, true);
                        hydra1.AddRopeEffect(83875, targets.Actors[0]);
                        WeaponDamage(targets.Actors[0], 1.00f, DamageType.Lightning);
                    }
                };
            }
            else
            {
                var hydra1 = SpawnEffect(actorSNOs[0], spawnPoints[0], 0, timeout);
                hydra1.UpdateDelay = 1.5f; // attack every half-second
                hydra1.OnUpdate = () =>
                {
                    var targets = GetEnemiesInRadius(hydra1.Position, 60f);
                    if (targets.Actors.Count > 0 && targets != null)
                    {
                        targets.SortByDistanceFrom(hydra1.Position);
                        var proj = new Projectile(this, RuneSelect(77116, 83043, -1, 77109, 86082, 77097), hydra1.Position);
                        proj.Position.Z += 5f;  // fix height
                        proj.OnCollision = (hit) =>
                        {
                            if (Rune_C > 0)
                            {
                                hit.PlayEffectGroup(RuneSelect(219760, 219770, 219776, 219789, -1, 81739));
                                hit.PlayEffectGroup(215394);
                                var PoisonCloud = SpawnProxy(hit.Position, WaitSeconds(ScriptFormula(5)));
                                PoisonCloud.UpdateDelay = ScriptFormula(4); // attack every half-second
                                PoisonCloud.OnUpdate = () =>
                                {
                                    WeaponDamage(GetEnemiesInRadius(hit.Position, ScriptFormula(6)), 1.00f, DamageType.Poison);
                                };
                            }
                            else if (Rune_E > 0)
                            {
                                hit.PlayEffectGroup(81874);
                                WeaponDamage(GetEnemiesInRadius(hit.Position, ScriptFormula(0)), 1.00f, DamageType.Arcane);
                            }
                            else
                            {
                                hit.PlayEffectGroup(RuneSelect(219760, 219770, 219776, 219789, -1, 81739));
                                WeaponDamage(hit, 1.00f, DamageType.Fire);
                            }

                            proj.Destroy();
                        };
                        hydra1.TranslateFacing(targets.Actors[0].Position, true);
                        //need to fix how fast it fires -> its firing before head turns.
                        proj.Launch(targets.Actors[0].Position, ScriptFormula(2));
                    }

                };
            }
            // wait for duration of skill
            yield return timeout;
        }
Exemple #8
0
        public override IEnumerable<TickTimer> Main()
        {
            UsePrimaryResource(60f);

            //This works much better, but all three heads fire at the same target, 
            //then need to be firing off less than a second a part, like .5s.

            Vector3D userCastPosition = new Vector3D(User.Position);
            Vector3D[] spawnPoints = PowerMath.GenerateSpreadPositions(TargetPosition, new Vector3D(TargetPosition.X, TargetPosition.Y + 0.7f, TargetPosition.Z), 120, 3);

            var timeout = WaitSeconds(ScriptFormula(0));

            var lavapool = SpawnEffect(RuneSelect(81103, 83028, 81238, 77112, 83964, 81239), TargetPosition, 0, timeout); //Lava Pool Spawn
            lavapool.PlayEffectGroup(RuneSelect(81102, 82995, 82116, -1, 86328, 81301));

            int[] actorSNOs = new int[] {   RuneSelect(80745, 82972, 82109, 82111, -1, 81515), 
                                            RuneSelect(80757, 83024, 81229, 81226, -1, 81231), 
                                            RuneSelect(80758, 83025, 81230, 81227, -1, 81232) };

            if (Rune_D > 0)
            {

                //big hydra -> this throws an exception once spawned.
                var hydra1 = new EffectActor(this, 83959, spawnPoints[0]);
                hydra1.Scale = 2f;
                hydra1.Spawn();
                hydra1.UpdateDelay = 3f;
                hydra1.OnUpdate = () =>
                {
                    var target = GetEnemiesInRadius(hydra1.Position, 50f).GetClosestTo(hydra1.Position);
                    float castAngle = MovementHelpers.GetFacingAngle(hydra1.Position, target.Position);
                    hydra1.TranslateFacing(target.Position, true);
                    //timeout is set to 3, but starts while casting firewall, when it should start after firewall has spawned (1.8seconds)
                    var firewall = SpawnEffect(86082, hydra1.Position, castAngle, WaitSeconds(3f));
                    firewall.UpdateDelay = 1f;
                    firewall.OnUpdate = () =>
                    {
                        WeaponDamage(GetEnemiesInBeamDirection(hydra1.Position, target.Position, 50f, 5f), 1.00f, DamageType.Fire);
                    };

                };
            }
            else
            {
                var hydra1 = SpawnEffect(actorSNOs[0], spawnPoints[0], 0, timeout);
                hydra1.UpdateDelay = 1f; // attack every half-second
                hydra1.OnUpdate = () =>
                {
                    var targets = GetEnemiesInRadius(hydra1.Position, 60f);
                    if (targets.Actors.Count > 0 && targets != null)
                    {
                        targets.SortByDistanceFrom(hydra1.Position);
                        var proj = new Projectile(this, RuneSelect(77116, 83043, -1, 77109, 86082, 77097), hydra1.Position);
                        proj.Position.Z += 5f;  // fix height
                        proj.OnCollision = (hit) =>
                        {
                            hit.PlayEffectGroup(RuneSelect(219760, 219770, 219776, 219789, -1, 81739));
                            WeaponDamage(hit, 1.00f, DamageType.Fire);

                            proj.Destroy();
                        };
                        hydra1.TranslateFacing(targets.Actors[0].Position, true);
                        //need to fix how fast it fires -> its firing before head turns.
                        proj.Launch(targets.Actors[0].Position, ScriptFormula(2));
                    }

                };

                var hydra2 = SpawnEffect(actorSNOs[1], spawnPoints[1], 0, timeout);
                hydra2.UpdateDelay = 1f; // attack every half-second
                hydra2.OnUpdate = () =>
                {
                    var targets = GetEnemiesInRadius(hydra2.Position, 60f);
                    if (targets.Actors.Count > 0 && targets != null)
                    {
                        targets.SortByDistanceFrom(hydra2.Position);
                        var proj = new Projectile(this, RuneSelect(77116, 83043, -1, 77109, 86082, 77097), hydra2.Position);
                        proj.Position.Z += 5f;  // fix height
                        proj.OnCollision = (hit) =>
                        {
                            hit.PlayEffectGroup(RuneSelect(219760, 219770, 219776, 219789, -1, 81739));
                            WeaponDamage(hit, 1.00f, DamageType.Fire);

                            proj.Destroy();
                        };
                        //need to fix how fast it fires -> its firing before head turns.
                        hydra2.TranslateFacing(targets.Actors[0].Position, true);
                        proj.Launch(targets.Actors[0].Position, ScriptFormula(2));
                    }

                };

                var hydra3 = SpawnEffect(actorSNOs[2], spawnPoints[2], 0, timeout);
                hydra3.UpdateDelay = 1f; // attack every half-second
                hydra3.OnUpdate = () =>
                {
                    var targets = GetEnemiesInRadius(hydra3.Position, 60f);
                    if (targets.Actors.Count > 0 && targets != null)
                    {
                        targets.SortByDistanceFrom(hydra3.Position);
                        var proj = new Projectile(this, RuneSelect(77116, 83043, -1, 77109, 86082, 77097), hydra3.Position);
                        proj.Position.Z += 5f;  // fix height
                        proj.OnCollision = (hit) =>
                        {
                            hit.PlayEffectGroup(RuneSelect(219760, 219770, 219776, 219789, -1, 81739));
                            WeaponDamage(hit, 1.00f, DamageType.Fire);

                            proj.Destroy();
                        };
                        hydra3.TranslateFacing(targets.Actors[0].Position, true);
                        //need to fix how fast it fires -> its firing before head turns.
                        proj.Launch(targets.Actors[0].Position, ScriptFormula(2));
                    }

                };
            }
            // wait for duration of skill
            yield return timeout;
        }
 private void Awake()
 {
     instance    = this;
     effectActor = this.EffectActorObject.GetComponent <EffectActor>();
     Hide();
 }