public MimaShock( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, MimaShock.MOTION m) : base(so, p, pX, pY, u, po, ChipBase.ELEMENT.normal) { if (this.InArea) { if (this.parent.panel[this.position.X, this.position.Y].state == Panel.PANEL._break) { return; } this.canCounter = false; this.time = 1; this.speed = 3; this.invincibility = false; this.animationpoint.X = 0; this.hitrange = new Point(0, 0); this.hitting = false; this.rebirth = this.union == Panel.COLOR.red; this.positionre = this.position; this.positionDirect = new Vector2(this.position.X * 40 + 20, this.position.Y * 24 + 82); this.sound.PlaySE(SoundEffect.waveshort); this.motion = m; this.frame = 0; } else { this.flag = false; } }
public ElekiFangSub(IAudioEngine s, SceneBattle p, bool up, ElekiFang ef) : base(s, p, ef.position.X, ef.position.Y + (up ? -1 : 1)) { this.ef = ef; this.up = up; if (this.position.X < 0) { this.position.X = 0; } if (this.position.X > 5) { this.position.X = 5; } if (this.position.Y < 0) { this.position.Y = 0; this.downprint = true; } if (this.position.Y <= 2) { return; } this.position.Y = 2; this.upprint = true; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime <= 1) { character.animationpoint = new Point(0, 1); } else if (character.waittime <= 7) { character.animationpoint = new Point((character.waittime - 1) / 2, 1); } else if (character.waittime <= 15) { character.animationpoint = new Point(3, 1); } else { base.Action(character, battle); } if (character.waittime != 5) { return; } int num = this.power + this.pluspower; character.parent.attacks.Add(this.Paralyze(new WaveAttsck(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 1, 1, this.element))); }
public EnemyHit( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, ChipBase.ELEMENT ele, CharacterBase chara) : base(so, p, pX, pY, u, po, ele) { if (!this.flag) { return; } this.breaking = true; this.upprint = true; this.speed = 1; this.animationpoint.X = 0; this.hitrange = new Point(0, 0); this.hitting = true; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; if (this.union == Panel.COLOR.red) { this.positionDirect = new Vector2(this.position.X * 40 - 5, this.position.Y * 24 + 48); } else { this.positionDirect = new Vector2((this.position.X + 1) * 40 + 5, this.position.Y * 24 + 48); } this.frame = 0; this.chara = chara; this.hitflag = chara.hitflag; }
public JusticeRing( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, ChipBase.ELEMENT ele) : base(so, p, pX, pY, u, po, ele) { if (!this.flag) { return; } this.upprint = true; this.speed = 4; this.animationpoint.X = 0; --this.position.Y; this.hitrange = new Point(0, 2); this.hitting = true; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; if (this.union == Panel.COLOR.red) { this.positionDirect = new Vector2(this.position.X * 40 + 20, this.position.Y * 24 + 60); } else { this.positionDirect = new Vector2((this.position.X + 1) * 40 - 20, this.position.Y * 24 + 60); } this.frame = 0; }
private void Update() { if (!this.mReady) { return; } int num = -1; this.fastForward = this.buttonDown && (double)Time.get_time() - (double)this.holdDownTime > 0.200000002980232; for (int index = 0; index < this.Actions.Length; ++index) { if (this.Actions[index].enabled) { this.Actions[index].Update(); num = index; if (this.fastForward) { this.Actions[index].Forward(); } } } if (!this.IsAutoForward) { return; } SceneBattle instance = SceneBattle.Instance; if (!UnityEngine.Object.op_Implicit((UnityEngine.Object)instance) || !instance.Battle.RequestAutoBattle && !instance.Battle.IsMultiPlay) { return; } if (this.mCurIdxAutoForward != num) { this.mCurIdxAutoForward = num; this.mTimerAutoForward = GameSettings.Instance.Quest.WaitTimeScriptEventForward; } if ((double)this.mTimerAutoForward <= 0.0) { return; } this.mTimerAutoForward -= Time.get_deltaTime(); if ((double)this.mTimerAutoForward > 0.0) { return; } bool flag = false; for (int index = 0; index < this.Actions.Length; ++index) { if (this.Actions[index].enabled && this.Actions[index].Forward()) { flag = true; } } if (flag) { return; } this.mTimerAutoForward = 1f; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime < 1) { character.animationpoint = new Point(4, 0); } else if (character.waittime < 3) { character.animationpoint = new Point(5, 0); } else if (character.waittime < 10) { character.animationpoint = new Point(6, 0); } else if (character.waittime == 5) { character.animationpoint = new Point(5, 0); } else if (character.waittime == 24) { base.Action(character, battle); } if (character.waittime != 6) { return; } this.sound.PlaySE(SoundEffect.canon); Point point = new Point(character.position.X + 3 * this.UnionRebirth(character.union), character.position.Y); Vector2 vector2 = new Vector2(character.positionDirect.X + 30 * this.UnionRebirth(character.union), character.positionDirect.Y - 3f); character.parent.attacks.Add(this.Paralyze(new BustorShot(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), BustorShot.SHOT.railgun, ChipBase.ELEMENT.eleki, false, 0))); }
public VirusBall( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, int s, Vector2 v, Point end, int t, int number) : base(so, p, pX, pY, u, po, ChipBase.ELEMENT.normal) { this.number = number; this.hitting = false; this.speed = s; this.positionDirect = v; this.time = t; this.position = end; this.invincibility = false; this.endposition = new Vector2(end.X * 40 + 20, end.Y * 24 + 80); this.movex = (v.X - this.endposition.X) / t; this.movey = (v.Y - this.endposition.Y) / t; this.plusy = 0.0f; this.speedy = 6f; this.plusing = this.speedy / (this.time / 2); this.rebirth = this.union == Panel.COLOR.red; this.savedata = this.parent.parent.savedata; }
public Smoke(IAudioEngine s, SceneBattle p, int pX, int pY, ChipBase.ELEMENT ele) : base(s, p, pX, pY) { this.speed = 2; this.positionDirect = new Vector2(pX * 40 + 20, pY * 24 + 80); this.animationpoint.Y = (int)ele; }
public LeafWave( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, int s, int time) : base(so, p, pX, pY, u, po, ChipBase.ELEMENT.leaf) { if (!this.flag) { return; } this.knock = true; this.invincibility = true; this.canCounter = false; this.time = time; this.speed = s; this.animationpoint.X = 0; this.hitrange = new Point(0, 0); this.hitting = true; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; this.positionDirect = new Vector2(pX * 40 + 20, pY * 24 + 78); this.frame = 0; if (this.StandPanel.Hole) { this.flag = false; } this.color = Color.White; }
public override void Action(CharacterBase character, SceneBattle battle) { if (!this.BlackOut(character, battle, this.name, this.Power(character).ToString())) { return; } this.animePoint = this.Animation(character.waittime); switch (character.waittime) { case 1: character.animationpoint.X = -1; this.sound.PlaySE(SoundEffect.warp); break; case 50: this.sound.PlaySE(SoundEffect.beam); AttackBase a = new Beam(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 2, false); a.positionDirect.Y += 3f; character.parent.attacks.Add(this.Paralyze(a)); break; } if (character.waittime > 140 && this.BlackOutEnd(character, battle)) { base.Action(character, battle); } }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 2) { character.animationpoint = new Point(5, 0); this.count = 1; } if ((character.waittime - 6) % 9 == 0) { character.animationpoint = new Point(6, 0); } if ((character.waittime - 11) % 9 == 0) { character.animationpoint = new Point(5, 0); } if (character.waittime == 6 || character.waittime == 15 || character.waittime == 24) { character.animationpoint = new Point(6, 0); this.sound.PlaySE(SoundEffect.fire); AttackBase a = new ElementFire(this.sound, character.parent, character.position.X + this.count * this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 6, this.element, true, 0); a.positionDirect.X -= 48 * this.UnionRebirth(character.union); a.breaking = true; a.invincibility = false; character.parent.attacks.Add(this.Paralyze(a)); ++this.count; } if (character.waittime != 56) { return; } character.animationpoint = new Point(0, 0); base.Action(character, battle); }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 3) { this.sound.PlaySE(SoundEffect.throwbomb); } character.animationpoint = CharacterAnimation.BombAnimation(character.waittime); if (character.waittime == 6) { int num = this.power + this.pluspower; Point end = new Point(character.position.X + 3 * this.UnionRebirth(character.union), character.position.Y); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 30, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 3 * this.UnionRebirth(character.union), character.position.Y + 1); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 35, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 3 * this.UnionRebirth(character.union), character.position.Y - 1); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 40, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 45, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y + 1); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 50, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y - 1); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 55, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 4 * this.UnionRebirth(character.union), character.position.Y); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 60, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 4 * this.UnionRebirth(character.union), character.position.Y + 1); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 65, AnchorBomb.TYPE.singleG, -1))); end = new Point(character.position.X + 4 * this.UnionRebirth(character.union), character.position.Y - 1); battle.attacks.Add(this.Paralyze(new AnchorBomb(this.sound, character.parent, character.position.X, character.position.Y, character.union, this.Power(character), 1, new Vector2(character.positionDirect.X, character.positionDirect.Y - 16f), end, 70, AnchorBomb.TYPE.singleG, -1))); } if (character.waittime != 25) { return; } base.Action(character, battle); }
public SwordCloss( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, int s, ChipBase.ELEMENT ele, bool par) : base(so, p, pX, pY, u, po, ele) { if (!this.flag) { return; } this.parry = par; this.upprint = true; this.speed = s; this.animationpoint.X = 0; this.hitrange = new Point(0, 0); this.hitting = true; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; if (this.union == Panel.COLOR.red) { this.positionDirect = new Vector2(this.position.X * 40 + 20, this.position.Y * 24 + 76); } else { this.positionDirect = new Vector2((this.position.X + 1) * 40 - 18, this.position.Y * 24 + 76); } this.frame = 0; this.power *= 2; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 3) { this.sound.PlaySE(SoundEffect.sword); } character.animationpoint = CharacterAnimation.SworsAnimation(character.waittime); if (character.waittime >= 30) { base.Action(character, battle); } if (character.waittime != 10) { return; } int num = this.power + this.pluspower; bool par = false; if (character is Player && ((Player)character).style == Player.STYLE.shinobi) { par = true; } SwordAttack swordAttack = new SwordAttack(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 3, this.element, par, false); character.parent.attacks.Add(this.Paralyze(swordAttack, character)); }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime < 1) { character.animationpoint = new Point(4, 0); } else if (character.waittime < 3) { character.animationpoint = new Point(5, 0); } else if (character.waittime < 10) { character.animationpoint = new Point(6, 0); } else if (character.waittime == 5) { character.animationpoint = new Point(5, 0); } else if (character.waittime == 15) { base.Action(character, battle); } if (character.waittime != 6) { return; } int num = this.power + this.pluspower; battle.effects.Add(new BulletBigShells(this.sound, battle, character.position, character.positionDirect.X + 4 * character.UnionRebirth, character.positionDirect.Y, 26, character.union, 20 + this.Random.Next(20), 2, 0)); character.parent.attacks.Add(this.Paralyze(new ShotGun(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), this.element))); character.parent.attacks.Add(this.Paralyze(new ShotGun(this.sound, character.parent, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y - 1, character.union, this.Power(character), this.element))); character.parent.attacks.Add(this.Paralyze(new ShotGun(this.sound, character.parent, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), this.element))); character.parent.attacks.Add(this.Paralyze(new ShotGun(this.sound, character.parent, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y + 1, character.union, this.Power(character), this.element))); }
public ParaizeThunder( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, ParaizeThunder.MOTION m) : base(so, p, pX, pY, u, po, ChipBase.ELEMENT.eleki) { if (this.parent.panel[this.position.X, this.position.Y].state == Panel.PANEL._break) { return; } this.canCounter = false; this.element = ChipBase.ELEMENT.normal; this.speed = 2; this.knock = false; this.invincibility = false; this.animationpoint.X = 0; this.hitrange = new Point(0, 0); this.hitting = false; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; this.positionDirect = new Vector2(this.position.X * 40 + 20, this.position.Y * 24 + 82); this.sound.PlaySE(SoundEffect.thunder); this.motion = m; this.frame = 0; this.badstatus[3] = true; this.badstatustime[3] = 60; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime <= 1) { character.animationpoint = new Point(0, 1); } else if (character.waittime <= 7) { character.animationpoint = new Point((character.waittime - 1) / 2, 1); } else if (character.waittime <= 15) { character.animationpoint = new Point(3, 1); } else { base.Action(character, battle); } if (character.waittime != 5) { return; } int num = this.power + this.pluspower; character.parent.attacks.Add(this.Paralyze(new LeafMaker(this.sound, character.parent, character.positionDirect, character.position, character.union, this.Power(character)))); }
public Vulcan( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, Vulcan.SHOT s, ChipBase.ELEMENT ele, bool bre) : base(so, p, pX, pY, u, po, ele) { if (!this.flag) { return; } this.knock = true; this.invincibility = false; this.breaking = bre; this.hitrange = new Point(0, 0); this.hitting = true; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; this.shot = s; this.frame = 0; this.positionDirect.Y = 82 + 24 * this.position.Y; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime <= 1) { character.animationpoint = new Point(0, 1); } else if (character.waittime <= 7) { character.animationpoint = new Point((character.waittime - 1) / 2, 1); } else if (character.waittime <= 15) { character.animationpoint = new Point(3, 1); } else { base.Action(character, battle); } if (character.waittime != 5) { return; } int num = this.power + this.pluspower; this.sound.PlaySE(SoundEffect.knife); int spd = 1; character.parent.attacks.Add(this.Paralyze(new ShellHockeyA(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), spd, this.element))); }
public void Open(Unit.DropItem DropItem, DropItemEffect dropItemTemplate, int numGolds, DropGoldEffect dropGoldTemplate) { ((Animation)((Component)this).GetComponent <Animation>()).AddClip(this.OpenAnimation, ((Object)this.OpenAnimation).get_name()); ((Animation)((Component)this).GetComponent <Animation>()).Play(((Object)this.OpenAnimation).get_name()); this.mOpened = true; Transform transform = ((Component)this).get_transform(); if (numGolds > 0) { this.mDropGold = (DropGoldEffect)Object.Instantiate <DropGoldEffect>((M0)dropGoldTemplate); this.mDropGold.Gold = numGolds; ((Component)this.mDropGold).get_transform().set_position(transform.get_position()); ((Component)this.mDropGold).get_gameObject().SetActive(false); } if (!Object.op_Inequality((Object)dropItemTemplate, (Object)null) || DropItem == null) { return; } this.mDropItem = (DropItemEffect)Object.Instantiate <DropItemEffect>((M0)dropItemTemplate); ((Component)this.mDropItem).get_transform().set_position(Vector3.op_Addition(transform.get_position(), this.DropOffset)); if (Object.op_Inequality((Object)SceneBattle.Instance, (Object)null)) { SceneBattle.Popup2D(((Component)this.mDropItem).get_gameObject(), ((Component)this.mDropItem).get_transform().get_position(), 0, 0.0f); } this.mDropItem.DropItem = DropItem; ((Component)this.mDropItem).get_gameObject().SetActive(false); }
public ScreenObjectFade( IAudioEngine s, SceneBattle p, string spriteSheet, Func <Rectangle> spriteTextureGetter, Vector2 pd, Point posi, int _speed, bool rebirth, Func <Color> colorGetter, int alphaPlus) : base(s, p, posi.X, posi.Y) { this.rebirth = rebirth; this.spriteSheet = spriteSheet; this.spriteTextureGetter = spriteTextureGetter; this.upprint = true; this.speed = _speed; this.positionDirect = pd; this.animationpoint.X = 3; this.alphaPlus = alphaPlus; this.endAlpha = colorGetter().A; this.finalColorGetter = colorGetter; this.color = Color.FromArgb(0, Color.Black); this.isText = false; this.blackOutObject = true; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.animationpoint.X != 5 || character.waittime == 0) { this.sound.PlaySE(SoundEffect.switchon); character.animationpoint = new Point(5, 0); } bool gas = false; if (character.waittime % 2 == 0) { gas = true; this.sound.PlaySE(SoundEffect.lance); } battle.attacks.Add(new PoisonGas(this.sound, battle, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y - 1, character.union, this.subpower, gas, this.element)); battle.attacks.Add(new PoisonGas(this.sound, battle, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y, character.union, this.subpower, gas, this.element)); battle.attacks.Add(new PoisonGas(this.sound, battle, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y + 1, character.union, this.subpower, gas, this.element)); ++this.frame; if (this.frame < this.power / this.subpower && (!Input.IsUp(Button._A) || !(character is Player))) { return; } this.frame = 0; base.Action(character, battle); }
public Ogre( IAudioEngine s, SceneBattle p, int pX, int pY, int wait, Panel.COLOR union, int power, bool red, bool sp) : base(s, p, pX, pY, union) { this.red = red; this.sp = sp; this.wide = 128; this.height = 96; this.hp = 20000; this.hitPower = power; this.wait = wait; this.speed = 2; this.movespeed = 1; this.hpmax = this.hp; this.unionhit = false; this.overslip = false; this.effecting = true; this.noslip = true; if (this.position.Y == 2) { this.UpDown = true; } this.guard = CharacterBase.GUARD.guard; this.positionre = this.position; this.animationpoint.X = red ? 12 : 13; this.positionDirect = new Vector2(pX * 40, pY * 24 + 44); }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime <= 1) { character.animationpoint = new Point(0, 1); } else if (character.waittime <= 7) { character.animationpoint = new Point((character.waittime - 1) / 2, 1); } else if (character.waittime < 15) { character.animationpoint = new Point(3, 1); } else if (character.waittime == 15) { if (!character.Canmove(character.positionold)) { return; } this.sound.PlaySE(SoundEffect.enterenemy); battle.enemys.Add(new Kedamar(this.sound, battle, character.positionold.X, character.positionold.Y, (byte)battle.enemys.Count, Panel.COLOR.red, 2)); } else { if (character.waittime < 31) { return; } base.Action(character, battle); } }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 11) { this.sound.PlaySE(SoundEffect.lance); int num = this.power + this.pluspower; character.parent.attacks.Add(this.Paralyze(new LanceAttack(this.sound, character.parent, character.position.X + this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), 2, this.element, false))); } if (character.waittime < 5) { character.animationpoint = new Point(0, 3); } else if (character.waittime < 17) { character.animationpoint = new Point((character.waittime - 5) / 3, 3); } else if (character.waittime < 37) { character.animationpoint = new Point(3, 3); } else if (character.waittime < 43) { character.animationpoint = new Point(4, 0); } else { base.Action(character, battle); } }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 5) { this.sound.PlaySE(SoundEffect.sword); } if (character.waittime <= 5) { character.animationpoint = new Point(0, 1); } else if (character.waittime <= 23) { character.animationpoint = new Point((character.waittime - 5) / 3, 1); } else if (character.waittime < 26) { character.animationpoint = new Point(6, 1); } else if (character.waittime >= 50) { base.Action(character, battle); } if (character.waittime != 14) { return; } int num = this.power + this.pluspower; character.parent.attacks.Add(this.Paralyze(new NSAttack.Storm(this.sound, battle, character.position.X + 2 * this.UnionRebirth(character.union), character.position.Y, character.union, this.Power(character), this.element))); }
public BombAttack( IAudioEngine so, SceneBattle p, int pX, int pY, Panel.COLOR u, int po, int s, int time, Point range, ChipBase.ELEMENT ele) : base(so, p, pX, pY, u, po, ele) { if (!this.flag) { return; } this.upprint = true; this.speed = s; this.animationpoint.X = 0; this.hitrange = range; this.hitting = true; this.rebirth = this.union == Panel.COLOR.blue; this.positionre = this.position; if (this.union == Panel.COLOR.red) { this.positionDirect = new Vector2(this.position.X * 40 - 5, this.position.Y * 24 + 48); } else { this.positionDirect = new Vector2((this.position.X + 1) * 40 + 5, this.position.Y * 24 + 48); } this.frame = 0; this.time = time; }
public override void Action(CharacterBase character, SceneBattle battle) { if (character.waittime == 1) { this.sound.PlaySE(SoundEffect.eriasteal2); for (int pX = 0; pX < battle.panel.GetLength(0); ++pX) { int y = character.position.Y; if (battle.panel[pX, y].State != Panel.PANEL._none && battle.panel[pX, y].State != Panel.PANEL._un) { battle.panel[pX, y].state = Panel.PANEL._nomal; battle.effects.Add(new Smoke(this.sound, battle, pX, y, this.element)); } } } if (character.waittime < 12) { return; } if (character is Player) { ((Player)character).PluspointWing(20); } base.Action(character, battle); }
public override void Action(CharacterBase character, SceneBattle battle) { this.sound.PlaySE(SoundEffect.docking); if (character is Player) { Player player = (Player)character; List <ChipFolder> chipFolderList = new List <ChipFolder>(); for (int index = 0; index < 30; ++index) { ChipFolder chipFolder = battle.main.chipfolder[battle.parent.savedata.efolder, index]; if (chipFolder.chip.powerprint && !chipFolder.chip.navi && !chipFolder.chip.dark) { chipFolderList.Add(battle.main.chipfolder[battle.parent.savedata.efolder, index]); } } if (chipFolderList.Count > 0) { for (int index = 0; index < 2; ++index) { ChipFolder chipFolder = new ChipFolder(this.sound); chipFolder.chip = chipFolder.ReturnChip(chipFolderList[this.Random.Next(chipFolderList.Count)].chip.number); player.haveChip.Insert(0, chipFolder.chip); } player.numOfChips += 2; player.haveChip.RemoveAll(a => a == null); } } base.Action(character, battle); }