Exemple #1
0
        public Spell(Champion owner, string spellName, byte slot)
        {
            Owner            = owner;
            _spellName       = spellName;
            Slot             = slot;
            Level            = 0;
            Flags            = 0;
            ProjectileFlags  = 0;
            CastTime         = 0.0f;
            ProjectileSpeed  = 2000.0f;
            _currentCastTime = 0.0f;
            NoCooldown       = !_game.Config.CooldownsEnabled;
            NoManacost       = !_game.Config.ManaCostsEnabled;

            _scriptEngine = new LuaScriptEngine();
            LoadLua(_scriptEngine);

            JObject data;

            if (slot > 3)
            {
                if (!_rafManager.ReadSpellData(spellName, out data))
                {
                    return;
                }

                // Generate cooldown values for each level of the spell
                for (var i = 0; i < cooldown.Length; ++i)
                {
                    cooldown[i] = _rafManager.GetFloatValue(data, "SpellData", "Cooldown");
                }

                return;
            }

            if (!_rafManager.ReadSpellData(spellName, out data))
            {
                _logger.LogCoreError("Couldn't find spell stats for " + spellName);
                return;
            }

            // Generate cooldown values for each level of the spell
            for (var i = 0; i < cooldown.Length; ++i)
            {
                cooldown[i] = _rafManager.GetFloatValue(data, "SpellData", "Cooldown" + (i + 1));
            }

            for (var i = 0; i < cost.Length; ++i)
            {
                cost[i] = _rafManager.GetFloatValue(data, "SpellData", "ManaCost" + (i + 1));
            }

            for (var i = 0; i < _castRange.Length; ++i)
            {
                if (_rafManager.GetFloatValue(data, "SpellData", "CastRange" + (i + 1)) == 0)
                {
                    _castRange[i] = _rafManager.GetFloatValue(data, "SpellData", "CastRange");
                }
                else
                {
                    _castRange[i] = _rafManager.GetFloatValue(data, "SpellData", "CastRange" + (i + 1));
                }
            }

            CastTime = (1.0f + _rafManager.GetFloatValue(data, "SpellData", "DelayCastOffsetPercent")) / 2.0f;

            Flags           = _rafManager.GetIntValue(data, "SpellData", "Flags");
            ProjectileSpeed = _rafManager.GetFloatValue(data, "SpellData", "MissileSpeed");
            for (var i = 0; true; i++)
            {
                if (_rafManager.GetValue(data, "SpellData", "Coefficient" + i) == null)
                {
                    break;
                }

                var coeffValue = _rafManager.GetFloatValue(data, "SpellData", "Coefficient" + i);
                Coefficient[i] = coeffValue;
                i++;
            }
            LineWidth     = _rafManager.GetFloatValue(data, "SpellData", "LineWidth");
            hitEffectName = _rafManager.GetStringValue(data, "SpellData", "HitEffectName");

            for (var i = 0; true; i++)
            {
                string key = "Effect" + (0 + i) + "Level0Amount";
                if (_rafManager.GetValue(data, "SpellData", key) == null)
                {
                    break;
                }

                var effectValues = new List <float>();
                for (var j = 0; j < 6; ++j)
                {
                    key = "Effect" + (0 + i) + "Level" + (0 + j) + "Amount";
                    effectValues.Add(_rafManager.GetFloatValue(data, "SpellData", key));
                }

                effects.Add(effectValues);
                ++i;
            }

            _targetType = (float)Math.Floor(
                _rafManager.GetFloatValue(data, "SpellData", "TargettingType") +
                0.5f
                );

            ReloadLua();
        }