private void Start() { Skill = GameObject.Find("FPSController"); HpPlus = SkillManagement.GetHpPlus(); playerHP = playerHP + (playerHP * HpPlus); FirstHP = playerHP; }
// Start is called before the first frame update void Start() { if (SkillManagement.GetBulletScaleUp()) { this.transform.localScale = new Vector3(5, 5, 5); } }
private void LoadData() { PersonnelBindingSource.DataSource = PersonnelManagement.GetA(PersonnelNo); EducationObjBindingSource.DataSource = StaticClass.ListEducation(PersonnelNo); EligibilityBindingSource.DataSource = EligibilityManagement.GetAll(PersonnelNo); ExperiencyBindingSource.DataSource = ExperienceManagement.GetAll(PersonnelNo); VoluntaryBindingSource.DataSource = VoluntaryManagement.GetAll(PersonnelNo); TrainingBindingSource.DataSource = TrainingManagement.GetAll(PersonnelNo); SpousBindingSource.DataSource = SpouseManagement.GetA(PersonnelNo); SkillBindingSource.DataSource = SkillManagement.GetAll(PersonnelNo); OrganizationBindingSource.DataSource = OrganizationManagement.GetAll(PersonnelNo); DistinctionBindingSource.DataSource = DistinctionManagement.GetAll(PersonnelNo); QuestionBindingSource.DataSource = QuestionManagement.GetAll(PersonnelNo); ReferenceBindingSource.DataSource = ReferencesManagement.GetAll(PersonnelNo); DetailBindingSource.DataSource = Details.GetAll(PersonnelNo); if (SpousBindingSource?.Current == null) { return; } ChildrenObjBindingSource.DataSource = StaticClass.ListChildren(((Spous)SpousBindingSource.Current).SpouseNo); reportViewer1.SetDisplayMode(DisplayMode.PrintLayout); reportViewer1.ZoomMode = ZoomMode.Percent; reportViewer1.ZoomPercent = 100; this.reportViewer1.RefreshReport(); }
void Start() { SkillManagement.SetAmmoMagnification(0); AmmoPlus = SkillManagement.GetAmmoPlus(); OneMagazine = OneMagazine + (OneMagazine * AmmoPlus); InitGun(); MaxAmmo = MaxAmmo + (MaxAmmo * AmmoPlus); }
public static void SetUtility(GameObject gameObject) { SkillLocator component = gameObject.GetComponent <SkillLocator>(); GenericSkill skillslot = component.utility; SkillManagement.SetSkill(ref skillslot, typeof(CastSmokescreen)); component.utility = skillslot; config(); }
public static void SetSecondary(GameObject gameObject) { SkillLocator component = gameObject.GetComponent <SkillLocator>(); GenericSkill skillslot = component.secondary; SkillManagement.SetSkill(ref skillslot, typeof(PrepSecondary)); component.secondary = skillslot; config(); }
// Start is called before the first frame update void Start() { instance = this; for (int i = 0; ; i++) { try { GameObject c = transform.GetChild(i).gameObject; skill_List.Add(c); } catch { break; } } }
private void skillDataGridView_RowLeave(object sender, DataGridViewCellEventArgs e) { if (skillBindingSource == null) { return; } if (skillDataGridView.Rows.Count <= 1) { return; } if (!skillDataGridView.IsCurrentRowDirty) { return; } Validate(); ((Skill)skillBindingSource.Current).PersonnelNo = Personnel.PersonnelNo; skillBindingSource.EndEdit(); var iResult = SkillManagement.Save((Skill)skillBindingSource.Current); }
private void DeleteSkill() { var dResult = MessageBox.Show(@"Delete Skill current record?", @"Delete", MessageBoxButtons.YesNo, MessageBoxIcon.Question, MessageBoxDefaultButton.Button1); if (dResult == DialogResult.Yes) { if (SkillManagement.Delete(((Skill)skillBindingSource.Current).SkillNo)) { MessageBox.Show(@"Record was deleted successfully.", @"Delete", MessageBoxButtons.OK, MessageBoxIcon.Information); skillBindingSource.RemoveCurrent(); } else { MessageBox.Show(@"Error on delete operation.", @"Delete", MessageBoxButtons.OK, MessageBoxIcon.Error); skillDataGridView.Focus(); } } }
private void LoadInitPersonnelRelatedRecord() { Cursor.Current = Cursors.WaitCursor; var pNo = ((Personnel)personnelBindingSource.Current).PersonnelNo; if (pNo > 0) { eligibilityBindingSource.DataSource = EligibilityManagement.GetAll(pNo); experiencyBindingSource.DataSource = ExperienceManagement.GetAll(pNo); voluntaryBindingSource.DataSource = VoluntaryManagement.GetAll(pNo); trainingBindingSource.DataSource = TrainingManagement.GetAll(pNo); educationObjBindingSource.DataSource = StaticClass.ListEducation(pNo); spousBindingSource.DataSource = SpouseManagement.GetAll(pNo); skillBindingSource.DataSource = SkillManagement.GetAll(pNo); organizationBindingSource.DataSource = OrganizationManagement.GetAll(pNo); distinctionBindingSource.DataSource = DistinctionManagement.GetAll(pNo); questionBindingSource.DataSource = QuestionManagement.GetAll(pNo); referenceBindingSource.DataSource = ReferencesManagement.GetAll(pNo); detailBindingSource.DataSource = Details.GetAll(pNo); } Cursor.Current = Cursors.Default; }
private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running // m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running //�ړ����x�̐ݒ� SkillManagement.SetSpeedMagnification(0); float AccelSpeed = SkillManagement.GetSpeedPlus(); speed = m_IsWalking ? m_WalkSpeed + (m_WalkSpeed * AccelSpeed) : m_RunSpeed + (m_RunSpeed * AccelSpeed); m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } }
void Update() { //ここ追加 if (!PauseScript.pause()) { if (!SkillManagement.GetTimeStop()) { //if(!PauseScript.pause()){ //if(!SkillManagement.GetTimeStop()){ // ======== // アニメーション // ======== //あらかじめ設定していたintパラメーター「trans」の値を取り出す. trans = animator.GetInteger("trans"); // 発見フラグ条件判定 if (foundflg == false) { // 敵が正面を向いていて知覚できる範囲内なら if ((transform.position - player.gameObject.transform.position).magnitude < 15 && trans == 0) { foundflg = true; fireflg = true; trans = 0; //intパラメーターの値を設定する. animator.SetInteger("trans", trans); } // プレイヤーとの距離が範囲内なら if ((transform.position - player.gameObject.transform.position).magnitude < 5) { foundflg = true; fireflg = true; trans = 0; //intパラメーターの値を設定する. animator.SetInteger("trans", trans); } // プレイヤーから攻撃を受けたら } // 発見フラグがONなら if (foundflg == true) { // 正面を向き trans = 0; animator.SetInteger("trans", trans); //targetに向かって進む transform.position += transform.forward * ep.speed * 0.1f; } // 発見フラグがOFFなら else if (foundflg == false) { // 角度計算 rot = GetAim(new Vector2(transform.position.x, transform.position.z), new Vector2(player.gameObject.transform.position.x, player.gameObject.transform.position.z)); rot = rot + ep.startrot; // 角度計算 // 正面 if (rot >= -45.0f && rot <= 45.0f) { trans = 0; } // 右面 else if (rot >= 45.0f && rot <= 135.0f) { trans = 1; } // 左面 else if (rot >= -135 && rot <= -45) { trans = 3; } // 後面 else { trans = 2; } //intパラメーターの値を設定する animator.SetInteger("trans", trans); } } } // デバッグ表示 //Debug.Log("FlyerHP"); //Debug.Log(ep.hp); // 敵の体力が0になったら if (ep.hp == 0) { // 死亡時の爆発エフェクトを再生 GameObject de = Instantiate(deadeffect) as GameObject; de.transform.position = this.gameObject.transform.position; de.transform.position = new Vector3(de.transform.position.x, de.transform.position.y, de.transform.position.z); // 死んだときにアイテムポップ if (PopObject) { GameObject po = Instantiate(PopObject) as GameObject; po.transform.position = this.gameObject.transform.position; } // 解放処理 Destroy(de, 2.0f); Destroy(this.gameObject); } // // 弾発射 // // z キーが押された時 // if (Input.GetKeyDown(KeyCode.Z)) // { // if(fireflg == true) // { // fireflg = false; // } // else // { // fireflg = true; // ftime = 0; // } // } // 発射フラグがONなら if (fireflg == true) { if (ftime == 0) { // 弾丸の複製 GameObject bullets = Instantiate(bullet) as GameObject; // マテリアル Material b_material = bullets.GetComponent <SpriteRenderer>().material; if (AILevel == 1) { b_material.SetFloat(propID_h, 0.0f); b_material.SetFloat(propID_s, 0.5f); b_material.SetFloat(propID_c, 0.5f); } else if (AILevel == 2) { b_material.SetFloat(propID_h, 0.45f); b_material.SetFloat(propID_s, 1.0f); b_material.SetFloat(propID_c, 0.7f); } else if (AILevel == 3) { b_material.SetFloat(propID_h, 0.3f); b_material.SetFloat(propID_s, 0.5f); b_material.SetFloat(propID_c, 1.0f); } // 攻撃力の挿入 eap = bullets.GetComponent <EnemyAttackPower>(); eap.SetAtkPower(ep.atk); // 向き方向の取得 Vector3 aim = player.gameObject.transform.position - this.transform.position; // Rigidbodyに力を加えて発射 bullets.GetComponent <Rigidbody>().AddForce(aim, ForceMode.Impulse); // 弾丸の位置を調整 bullets.transform.position = this.gameObject.transform.position; // 三秒後に削除 Destroy(bullets, 3.0f); } ftime++; if (AILevel == 1) { if (ftime > 60) { ftime = 0; } } else if (AILevel == 2) { if (ftime > 50) { ftime = 0; } } else if (AILevel == 3) { if (ftime > 40) { ftime = 0; } } } if (moveflg == true) { if (mtime == 0) { // 乱数 mvalue = Random.Range(-0.1f, 0.1f); } this.gameObject.transform.position = new Vector3( this.gameObject.transform.position.x + mvalue, this.gameObject.transform.position.y + mvalue, this.gameObject.transform.position.z + mvalue ); mtime++; if (mtime > 15) { mtime = 0; moveflg = false; } } // } //} }
public static bool parse(string field, float defaultvalue, out float value) { return(SkillManagement.configfloat(nameof(CastSmokescreen), field, defaultvalue, out value)); }
public static bool parse(string field, float defaultvalue, out float value) { return(SkillManagement.configfloat(nameof(Secondary), field, defaultvalue, out value)); }
void Skill() { StartCoroutine(SkillManagement.IERotateAroundCenter(anim)); }