public void Update() { if (CurSkill != null) { CurSkill.Update(); } }
// Update is called once per frame void Update() { transform.position = new Vector3(transform.position.x, transform.position.y, 0f); if (_principalSkill != null) { _principalSkill.Update(); } if (_secondarySkill != null) { _secondarySkill.Update(); } if (_specialSkill != null) { _specialSkill.Update(); } for (int i = _passiveBonus.Count - 1; i >= 0; i--) { _passiveBonus[i].CheckExpiration(); } if (_nextParticleTrow < Time.time) { CreateParticle(); } SpeedEmmiter.isActive = _actualSpeed > SPEED; InvencibilityHalo.SetActive(_invencible); }
// Update is called once per frame void Update() { if (_curSkill == null) { return; } _curSkill.Update(); }
// Update is called once per frame void Update() { if (Instant != null) { Instant.Update(); } if (Skill != null) { Skill.Update(); } }
public override int Update(float a_fDelta) { eDir eDir = eDir.None; eDir eDirM = eDir.None; Console.SetCursorPosition(30, 40); Console.WriteLine(a_fDelta); if (eKey.Left.IsKeyDown() == true) { eDir = eDir.Left; } else if (eKey.Right.IsKeyDown() == true) { eDir = eDir.Right; } if (eKey.Down.IsKeyDown() == true) { eDir = eDir.Bottom; } else if (eKey.Up.IsKeyDown() == true) { eDir = eDir.Top; } if (eKey.Z.IsKeyDown() == true) { if (user.activeZ == false) { return(0); } foreach (var temp in monsters) { user.ActiveSkill(eSkillType.Fire, temp); } s.Update(user, a_fDelta); } if (eDir != eDir.None) { foreach (var temp in monsters) { eDirM = (eDir)ran.Next(); temp.Move(eDirM); } user.Update(eDir); } return(0); }
public static void Update() { for (int i = 0; i < runningSkill.Count; i++) { Skill skill = (Skill)runningSkill[i]; if (skill.IsEnd()) { runningSkill.Remove(skill); } skill.Update(); } }
public override int Update(float a_fDelta) { eDir eDir = eDir.None; if (eKey.Left.IsKeyDown() == true) { eDir = eDir.Left; } else if (eKey.Right.IsKeyDown() == true) { eDir = eDir.Right; } if (eKey.Down.IsKeyDown() == true) { eDir = eDir.Bottom; } else if (eKey.Up.IsKeyDown() == true) { eDir = eDir.Top; } if (eKey.Z.IsKeyDown() == true) { if (user.activeZ == false) { return(0); } foreach (var temp in monsters) { user.ActiveSkill(eSkillType.Fire, temp); } user.ActiveSkill(eSkillType.Fire, Boss); s.Update(user, a_fDelta); } if (eDir != eDir.None) { user.Update(eDir); Define.SaveStatus(user); } if (Boss.bExist == false) { return(2); } return(0); }
public override void Update() { if (skill1 != null) { skill1.Update(); } if (skill2 != null) { skill2.Update(); } if (skill3 != null) { skill3.Update(); } }
public IActionResult putSkill(int id, Skill skill, int skillId) { if (!_pRepository.TryGetPortfolio(id, out var portfolio)) { return(NotFound()); } Skill w = portfolio.Skills.SingleOrDefault(e => e.Id == skillId); if (w == null) { return(BadRequest("skill does not exist for portfolio.")); } w.Update(skill); _pRepository.SaveChanges(); return(NoContent()); }
public bool Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { skill = SkillDataBase.GetSkill(SkillType.Fire); } if (Input.GetKeyDown(KeyCode.Alpha2)) { skill = SkillDataBase.GetSkill(SkillType.Figa); } if (Input.GetKeyDown(KeyCode.Alpha3)) { skill = SkillDataBase.GetSkill(SkillType.Kearu); } return(skill.Update(unit)); }
public override void Execute(Character caller, string[] args) { if (args.Length < 1) { this.ShowSyntax(caller); } else { int skillID = int.Parse(args[0]); int skillLVL = int.Parse(args[1]); if (DataProvider.Skills.ContainsKey(skillID)) { if (caller.Skills.Contains(skillID)) { Skill skillToModify = caller.Skills[skillID]; skillToModify.CurrentLevel = (byte)skillLVL; skillToModify.Update(); } // TODO: needs proper treatment else if (!caller.Skills.Contains(skillID)) { Skill skillToAdd = new Skill(skillID) { CurrentLevel = (byte)skillLVL, MapleID = skillID }; skillToAdd.Update(); } } else { caller.Notify("[Command] Invalid skill ID."); } } }
public static void AwardSkillPoints(this Mobile from, SkillName skillName, int points) { Skill skill = from.Skills[skillName]; // TODO: Add cmd level check if (skill.Lock == SkillLock.Locked || from is BaseCreature) { return; } if (skill.Lock == SkillLock.Down) { var baseSkill = (int)(skill.Base); var amount = 1; if (amount > baseSkill) { amount = baseSkill; skill.SetLockNoRelay(SkillLock.Locked); skill.Update(); } skill.BaseFixedPoint -= amount * 10; return; } if (points == 0) { return; } points = (int)(points * GetSkillPointsMultiplier(from as Mobile, skillName)); // TODO: Should we implement global multipliers? AwardPoints(from as Mobile, skillName, points); }
private bool GiveSkill(Mobile from) { if (m_RequiresOwner && m_Owner == null) { from.SendMessage(string.Format("This book requires an owner, please page for a {0} to set it.", m_RequiredAccessLevel)); } else if (m_RequiresOwner && m_Owner != from) { from.SendMessage("You are not the owner of this book."); } else if (m_BonusValue == 0) { from.SendMessage(string.Format("This book isn't properly set up, please page for a {0}.", m_RequiredAccessLevel)); } else if (from.Skills[m_SkillName].Lock != SkillLock.Up) { from.SendMessage("Your skill is locked, please remove the lock before you use the book."); } else if (m_MaxValue <= GetCurrentSkillValue(from) || GetNewSkillValue(from) <= GetCurrentSkillValue(from)) { from.SendMessage(string.Format("You have too high {0} to learn from this book.", m_SkillName)); } else { double skillValue = GetNewSkillValue(from); Skill playerSkill = from.Skills[m_SkillName]; playerSkill.Base = skillValue; playerSkill.Update(); from.PlaySound(0x202); return(true); } return(false); }
private void Update() { if (Input.GetMouseButton(0)) { CastPrimarySkill(); } List <Skill> finishedSkills = new List <Skill>(); for (int i = 0; i < ActingSkills.Count; i++) { Skill skill = ActingSkills[i]; skill.Update(); if (!skill.Casting()) { finishedSkills.Add(skill); } } foreach (Skill finishedSkill in finishedSkills) { ActingSkills.Remove(finishedSkill); } }
public override void OnResponse(Server.Network.NetState sender, RelayInfo info) { switch ((ButtonID)info.ButtonID) { case ButtonID.NextPage: { m_Page++; break; // gump will be resent at end of OnResponse } case ButtonID.PrevPage: { m_Page--; break; // gump will be resent at end of OnResponse } case ButtonID.StrLock: { switch (m_Target.StrLock) { case StatLockType.Down: m_Target.StrLock = StatLockType.Locked; break; case StatLockType.Locked: m_Target.StrLock = StatLockType.Up; break; case StatLockType.Up: m_Target.StrLock = StatLockType.Down; break; } break; } case ButtonID.DexLock: { switch (m_Target.DexLock) { case StatLockType.Down: m_Target.DexLock = StatLockType.Locked; break; case StatLockType.Locked: m_Target.DexLock = StatLockType.Up; break; case StatLockType.Up: m_Target.DexLock = StatLockType.Down; break; } break; } case ButtonID.IntLock: { switch (m_Target.IntLock) { case StatLockType.Down: m_Target.IntLock = StatLockType.Locked; break; case StatLockType.Locked: m_Target.IntLock = StatLockType.Up; break; case StatLockType.Up: m_Target.IntLock = StatLockType.Down; break; } break; } default: { if (info.ButtonID >= (int)ButtonID.SkillLock) { int skill = info.ButtonID - (int)ButtonID.SkillLock; Skill sk = null; if (skill >= 0 && skill < m_Target.Skills.Length) { sk = m_Target.Skills[skill]; } if (sk != null) { switch (sk.Lock) { case SkillLock.Up: sk.SetLockNoRelay(SkillLock.Down); sk.Update(); break; case SkillLock.Down: sk.SetLockNoRelay(SkillLock.Locked); sk.Update(); break; case SkillLock.Locked: sk.SetLockNoRelay(SkillLock.Up); sk.Update(); break; } } } else { return; } break; } } m_User.SendGump(new AnimalLoreGump(m_Target, m_User, m_Page)); }
public override void OnResponse(NetState sender, RelayInfo info) { int buttonID = info.ButtonID - 1; int index = buttonID / 3; int type = buttonID % 3; switch (type) { case 0: { if (index >= 0 && index < m_Groups.Length) { SkillsGumpGroup newSelection = m_Groups[index]; if (m_Selected != newSelection) { m_From.SendGump(new SkillsGump(m_From, m_Target, newSelection)); } else { m_From.SendGump(new SkillsGump(m_From, m_Target, null)); } } break; } case 1: { if (m_Selected != null && index >= 0 && index < m_Selected.Skills.Length) { Skill sk = m_Target.Skills[m_Selected.Skills[index]]; if (sk != null) { if (m_From.AccessLevel >= AccessLevel.GameMaster) { m_From.SendGump(new EditSkillGump(m_From, m_Target, sk, m_Selected)); } else { m_From.SendMessage("You may not change that."); m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected)); } } else { m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected)); } } break; } case 2: { if (m_Selected != null && index >= 0 && index < m_Selected.Skills.Length) { Skill sk = m_Target.Skills[m_Selected.Skills[index]]; if (sk != null) { if (m_From.AccessLevel >= AccessLevel.GameMaster) { switch (sk.Lock) { case SkillLock.Up: sk.SetLockNoRelay(SkillLock.Down); sk.Update(); break; case SkillLock.Down: sk.SetLockNoRelay(SkillLock.Locked); sk.Update(); break; case SkillLock.Locked: sk.SetLockNoRelay(SkillLock.Up); sk.Update(); break; } } else { m_From.SendMessage("You may not change that."); } m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected)); } } break; } } }
public override void OnResponse(NetState sender, RelayInfo info) { int buttonID = info.ButtonID - 1; int index = buttonID / 3; int type = buttonID % 3; switch (type) { case 0: { if (index >= 0 && index < Enum.GetValues(typeof(SkillCategory)).Length) { SkillCategory newSelection = (SkillCategory)index; if (m_Selected != newSelection) { m_From.SendGump(new SkillsGump(m_From, m_Target, newSelection)); } else { m_From.SendGump(new SkillsGump(m_From, m_Target, SkillCategory.Aucun)); } } break; } case 1: { SkillName[] sks = SkillInfo.GetCategory(m_Selected); if (m_Selected != SkillCategory.Aucun && index >= 0 && index < sks.Length) { Skill sk = m_Target.Skills[sks[index]]; if (sk != null) { if (m_From.AccessLevel >= AccessLevel.Batisseur) { m_From.SendGump(new EditSkillGump(m_From, m_Target, sk, m_Selected)); } else { m_From.SendMessage("You may not change that."); m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected)); } } else { m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected)); } } break; } case 2: { SkillName[] sks = SkillInfo.GetCategory(m_Selected); if (m_Selected != SkillCategory.Aucun && index >= 0 && index < sks.Length) { Skill sk = m_Target.Skills[sks[index]]; if (sk != null) { if (m_From.AccessLevel >= AccessLevel.Batisseur) { switch (sk.Lock) { case SkillLock.Up: sk.SetLockNoRelay(SkillLock.Down); sk.Update(); break; case SkillLock.Down: sk.SetLockNoRelay(SkillLock.Locked); sk.Update(); break; case SkillLock.Locked: sk.SetLockNoRelay(SkillLock.Up); sk.Update(); break; } } else { m_From.SendMessage("You may not change that."); } m_From.SendGump(new SkillsGump(m_From, m_Target, m_Selected)); } } break; } } }