public void SetType(Weapon.WeaponType eType) { //Set the type _type = eType; Weapon.WeaponDefinition def = Main.GetWeaponDefinition (_type); renderer.material.color = def.projectileColor; }
public WeaponCereal(Weapon w) { myType = w.GetMyType(); name = w.name; range = w.range; damage = w.damage; }
// =================== STAT HELPERS, ETC ====================== // public Weapon.WeaponType GetSwappedType(Weapon.WeaponType type) { switch (type) { case Weapon.WeaponType.Sword_1H: type = Weapon.WeaponType.Sword_2H; break; case Weapon.WeaponType.Sword_2H: type = Weapon.WeaponType.Sword_1H; break; case Weapon.WeaponType.Axe_1H: type = Weapon.WeaponType.Axe_2H; break; case Weapon.WeaponType.Axe_2H: type = Weapon.WeaponType.Axe_1H; break; case Weapon.WeaponType.Mace_1H: type = Weapon.WeaponType.Mace_2H; break; case Weapon.WeaponType.Mace_2H: type = Weapon.WeaponType.Mace_1H; break; default: break; } return(type); }
void NewWeaponEquipped(Weapon.WeaponType weaponType) { //reset weapon animations animator.Rebind(); //activate/deactivate specific animator layers when new weapons get equipped if (weaponType == Weapon.WeaponType.Sword) { animator.SetLayerWeight(2, 1); animator.SetLayerWeight(3, 0); animator.SetLayerWeight(4, 0); } else if (weaponType == Weapon.WeaponType.Axe) { animator.SetLayerWeight(2, 0); animator.SetLayerWeight(3, 1); animator.SetLayerWeight(4, 0); } else if (weaponType == Weapon.WeaponType.Hammer) { animator.SetLayerWeight(2, 0); animator.SetLayerWeight(3, 0); animator.SetLayerWeight(4, 1); } }
public void Convert(Weapon w) { myType = w.GetMyType(); name = w.name; range = w.range; damage = w.damage; }
public override Weapon Create(Weapon.WeaponType weaponType, GameObject gameObject) { Item.Rarity rarity = GenerateRarity(); Item.Keywords keyword = GenerateKeyword(); Weapon weapon = gameObject.GetComponent <Weapon>(); switch (weaponType) { case Weapon.WeaponType.SWORD: weapon.Init(Weapon.WeaponType.SWORD, rarity, GenerateWeaponSprite(ItemSprites.swordSprites, rarity), rarity + " " + keyword + " Sword"); return(weapon); case Weapon.WeaponType.MACE: weapon.Init(Weapon.WeaponType.MACE, rarity, GenerateWeaponSprite(ItemSprites.maceSprites, rarity), rarity + " " + keyword + " Mace"); return(weapon); case Weapon.WeaponType.BOW: weapon.Init(Weapon.WeaponType.BOW, rarity, GenerateWeaponSprite(ItemSprites.bowSprites, rarity), rarity + " " + keyword + " Bow"); return(weapon); case Weapon.WeaponType.AXE: weapon.Init(Weapon.WeaponType.AXE, rarity, GenerateWeaponSprite(ItemSprites.axeSprites, rarity), rarity + " " + keyword + " Axe"); return(weapon); case Weapon.WeaponType.SPEAR: weapon.Init(Weapon.WeaponType.SPEAR, rarity, GenerateWeaponSprite(ItemSprites.spearSprites, rarity), rarity + " " + keyword + " Spear"); return(weapon); default: Debug.Log("Weapon Type not found"); break; } throw new System.NotImplementedException(); }
static bool Item_PerformEquip_Pre2(Item __instance, EquipmentSlot _slot) { Character character = _slot.Character; if (!_contextualSkillQuickslots || !character.IsPlayer()) { return(true); } Weapon.WeaponType previousType = GetExtendedWeaponType(_slot.EquippedItem); Weapon.WeaponType currentType = GetExtendedWeaponType(__instance); if (currentType == previousType) { return(true); } foreach (var quickslot in character.QuickSlotMngr.m_quickSlots) { if (quickslot.ActiveItem.TryAs(out Skill quickslotSkill) && _skillContextsByID.TryAssign(quickslotSkill.ItemID, out var context) && SKILL_CONTEXT_GROUPS.TryAssign(context, out var contextSkillGroup) && contextSkillGroup.TryAssign(currentType, out var newContextSkillID) && GetLearnedSkillByID(character, newContextSkillID).TryAssign(out var newContextSkill)) { quickslot.SetQuickSlot(newContextSkill, true); } } return(true); }
public System.Type GetWeaponClassFromType(Weapon.WeaponType type) { switch (type) { case Weapon.WeaponType.Sword: return(typeof(Sword)); case Weapon.WeaponType.Hammer: return(typeof(Sword)); // XD case Weapon.WeaponType.Flail: return(typeof(Sword)); // XD case Weapon.WeaponType.Bow: return(typeof(Sword)); // XD case Weapon.WeaponType.Dagger: return(typeof(Sword)); // XD case Weapon.WeaponType.Fist: return(typeof(Sword)); // XD default: return(typeof(Sword)); // XD } }
public void SetType(Weapon.WeaponType wt) { Weapon.WeaponDefinition def = Main.GetWeaponDefinition(wt); cubeRend.material.color = def.color; letter.text = def.letter; type = wt; }
public DamageMessage (float dmg, Vector3 dir, float dmgFrce, Weapon.DamageBias bs, Weapon.WeaponType tp, Ship own) { damage = dmg; damageDirection = dir; damageForce = dmgFrce; bias = bs; type = tp; if (own != null) owner = own.gameObject; else return; hasShip = true; try { viewID = own.GetComponent<PhotonView>().viewID; } catch { Debug.Log(owner.name + " does not have a photon View ID"); } if (own is AiShip) player = false; else player = true; }
public int GetAmmo(Weapon.WeaponType weaponType) { // Calculates how many full clips there are.. if (_ClipsUIText) { _ClipsUIText.text = Mathf.RoundToInt((_AR_ammo + 30) / 30f).ToString(); } switch (weaponType) { case Weapon.WeaponType.AssaultRifle: return(_AR_ammo); case Weapon.WeaponType.Pistol: Debug.Log("Inventory.cs/GetAmmo(): TODO - Pistol Case"); break; case Weapon.WeaponType.Shotgun: Debug.Log("Inventory.cs/GetAmmo(): TODO - Shotgun Case"); break; case Weapon.WeaponType.Sniper: Debug.Log("Inventory.cs/SetAmmo(): TODO - Sniper Case"); return(_AR_ammo); default: Debug.LogError("Inventory.cs/GetAmmo(): Invalid Weapon Type!"); return(-1); } return(-1); }
public WeaponCereal() { myType = 0; name = "sword"; range = 1; damage = 1; }
void OnPlayerDead(int hitFrom, Weapon.WeaponType weaponType) { gameData.CurrentScore = gameData.LastSavedScore; gameData.Lives -= 1; EventKit.Broadcast <bool>("fade hud", true); EventKit.Broadcast <int>("load level", gameData.CurrentLevel); }
static public Weapon.WeaponDefinition GetWeaponDefinition(Weapon.WeaponType wt) { if (WEAPON_DICT.ContainsKey(wt)) { return(WEAPON_DICT[wt]); } return(new Weapon.WeaponDefinition()); }
public object Args(GameObject collidee, Collider2D collider) { hitFrom = M.HorizSideThatWasHit(collidee, collider); weapon = collider.GetComponent <Weapon>(); weaponType = weapon.weaponType; return(this); }
public object Args(GameObject collidee, Collider2D collider) { hitFrom = M.HorizSideThatWasHit(collidee, collider); weapon = collider.GetComponent<Weapon>(); weaponType = weapon.weaponType; return this; }
//解析Json文件 void ParseItemJson() { itemList = new List <Item>(); //文本为在Unity里面是 TextAsset类型 TextAsset itemText = Resources.Load <TextAsset>("Items"); string itemsJson = itemText.text;//物品信息的Json格式 JSONObject j = new JSONObject(itemsJson); foreach (JSONObject temp in j.list) { string typeStr = temp["type"].str; Item.ItemType type = (Item.ItemType)System.Enum.Parse(typeof(Item.ItemType), typeStr); //下面的事解析这个对象里面的公有属性 int id = (int)(temp["id"].n); string name = temp["name"].str; Item.ItemQuality quality = (Item.ItemQuality)System.Enum.Parse(typeof(Item.ItemQuality), temp["quality"].str); string description = temp["description"].str; int capacity = (int)(temp["capacity"].n); int buyPrice = (int)(temp["buyPrice"].n); int sellPrice = (int)(temp["sellPrice"].n); string sprite = temp["sprite"].str; Item item = null; switch (type) { case Item.ItemType.Consumable: int hp = (int)(temp["hp"].n); int mp = (int)(temp["mp"].n); item = new Consumable(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case Item.ItemType.Equipment: // int strength = (int)temp["strength"].n; int intellect = (int)temp["intellect"].n; int agility = (int)temp["agility"].n; int stamina = (int)temp["stamina"].n; Equipmen.EquipmentType equipType = (Equipmen.EquipmentType)System.Enum.Parse(typeof(Equipmen.EquipmentType), temp["equipType"].str); item = new Equipmen(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, strength, intellect, agility, stamina, equipType); break; case Item.ItemType.Weapon: // int damage = (int)temp["damage"].n; Weapon.WeaponType wpType = (Weapon.WeaponType)System.Enum.Parse(typeof(Weapon.WeaponType), temp["weaponType"].str); item = new Weapon(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, damage, wpType); break; case Item.ItemType.Material: // item = new Materials(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite); break; } itemList.Add(item); Debug.Log(item); } }
public void ManipulateAmmo(Weapon.WeaponType weaponType, int value) { switch (weaponType) { case Weapon.WeaponType.AssaultRifle: _AR_ammo += value; // Enforce lower bound limit. if (_AR_ammo < 0) { _AR_ammo = 0; _ClipsUIText.text = "0"; // Ensure Clips Text displays 0. } break; case Weapon.WeaponType.Pistol: Debug.Log("Inventory.cs/ManupulateAmmo(): TODO - Pistol Case"); break; case Weapon.WeaponType.Shotgun: Debug.Log("Inventory.cs/ManupulateAmmo(): TODO - Shotgun Case"); break; case Weapon.WeaponType.Sniper: //Debug.Log("Inventory.cs/ManupulateAmmo(): TODO - Sniper Case"); _AR_ammo += value; // Enforce lower bound limit. if (_AR_ammo < 0) { _AR_ammo = 0; _ClipsUIText.text = "0"; // Ensure Clips Text displays 0. } break; default: Debug.LogError("Inventory.cs/ManupulateAmmo(): Invalid Weapon Type!"); break; } // Get reference to the Clips UI Text component. if (!_ClipsUIText) { if (GameObject.FindGameObjectWithTag("ClipsText")) { _ClipsUIText = GameObject.FindGameObjectWithTag("ClipsText").GetComponent <Text> (); } } // Calculates how many full clips there are.. if (_ClipsUIText) { _ClipsUIText.text = Mathf.RoundToInt((_AR_ammo + 30) / 30f).ToString(); } }
void ParseItemJson() { itemList = new List <Item>(); TextAsset itemText = Resources.Load <TextAsset>("Items"); string itemsJson = itemText.text; JSONObject j = new JSONObject(itemsJson); Debug.Log(string.Format("{0} {1} {2} {3}", j.IsArray, j.isContainer, j.Count, j.list.Count)); foreach (JSONObject temp in j.list) { string typeStr = temp["type"].str; Item.ItemType type = (Item.ItemType)System.Enum.Parse(typeof(Item.ItemType), typeStr); int id = (int)(temp["id"].n); string name = temp["name"].str; Item.ItemQuality quality = (Item.ItemQuality)System.Enum.Parse(typeof(Item.ItemQuality), temp["quality"].str); string description = temp["description"].str; int capacity = (int)(temp["capacity"].n); int buyPrice = (int)(temp["buyPrice"].n); int sellPrice = (int)(temp["sellPrice"].n); string sprite = temp["sprite"].str; Item item = null; switch (type) { case Item.ItemType.Consumable: int hp = (int)(temp["hp"].n); int mp = (int)(temp["mp"].n); item = new Consumable(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case Item.ItemType.Equipment: int strength = (int)(temp["strength"].n); int intellect = (int)(temp["intellect"].n); int agility = (int)(temp["agility"].n); int stamina = (int)(temp["stamina"].n); Equipment.EquipmentType equipType = (Equipment.EquipmentType)System.Enum.Parse(typeof(Equipment.EquipmentType), temp["equipType"].str); item = new Equipment(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, strength, intellect, agility, stamina, equipType); break; case Item.ItemType.Weapon: int damage = (int)(temp["damage"].n); Weapon.WeaponType wpType = (Weapon.WeaponType)System.Enum.Parse(typeof(Weapon.WeaponType), temp["weaponType"].str); item = new Weapon(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, damage, wpType); break; case Item.ItemType.Material: item = new Material(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite); break; } itemList.Add(item); //Debug.Log(item); } }
void ParseItemJson() { itemList = new List <Item>(); TextAsset itemText = Resources.Load <TextAsset>("Items"); JsonData itemsData = JsonMapper.ToObject(itemText.text); Item item = null; foreach (JsonData itemData in itemsData) { int id = (int)itemData["id"]; string itemName = itemData["name"].ToString(); Item.ItemQuality quality = (Item.ItemQuality)Enum.Parse(typeof(Item.ItemQuality), itemData["quality"].ToString()); string des = itemData["description"].ToString(); int capacity = (int)itemData["capacity"]; int buyPrice = (int)itemData["buyPrice"]; int sellPrice = (int)itemData["sellPrice"]; string sprite = itemData["sprite"].ToString(); switch (itemData["type"].ToString()) { case "Consumable": int hp = (int)itemData["hp"]; int mp = (int)itemData["mp"]; item = new Consumable(id, itemName, Item.ItemType.Consumable, quality, des, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case "Equipment": int strength = (int)itemData["strength"]; int intellect = (int)itemData["intellect"]; int agility = (int)itemData["agility"]; int stamina = (int)itemData["stamina"]; Equipment.EquipmentType equipmentType = (Equipment.EquipmentType)Enum.Parse(typeof(Equipment.EquipmentType), itemData["equipmentType"].ToString()); item = new Equipment(id, itemName, Item.ItemType.Consumable, quality, des, capacity, buyPrice, sellPrice, sprite, strength, intellect, agility, stamina, equipmentType); break; case "Weapon": int damage = (int)itemData["damage"]; Weapon.WeaponType weaponType = (Weapon.WeaponType)Enum.Parse(typeof(Weapon.WeaponType), itemData["weaponType"].ToString()); item = new Weapon(id, itemName, Item.ItemType.Consumable, quality, des, capacity, buyPrice, sellPrice, sprite, damage, weaponType); break; case "Material": item = new Material(id, itemName, Item.ItemType.Consumable, quality, des, capacity, buyPrice, sellPrice, sprite); break; } itemList.Add(item); //Debug.Log(item); } }
/// <summary> /// 解析Json文件 /// </summary> public void ParseItemJson() { itemList = new List <Item>(); //文本在unity里面是TextAsset类型 TextAsset itemText = Resources.Load <TextAsset>("Item"); //加载json文本 string itemJson = itemText.text; //得到json文本里面的内容 //bug.Log(itemJson); JSONObject j = new JSONObject(itemJson); foreach (var temp in j.list) { //物品类型字符串转化为枚举类型 Item.ItemType type = (Item.ItemType)System.Enum.Parse(typeof(Item.ItemType), temp["type"].str); //print(type); //下面解析的是物品的共有属性:id,name,quality。。。注:temp["id"].n 的 .n,.str等是json插件的写法,用于解析 int id = (int)(temp["id"].n); string name = temp["name"].str; Item.ItemQuality quality = (Item.ItemQuality)System.Enum.Parse(typeof(Item.ItemQuality), temp["quality"].str); string description = temp["description"].str; int capacity = (int)(temp["capacity"].n); int buyPrice = (int)(temp["buyPrice"].n); int sellPrice = (int)(temp["sellPrice"].n); string sprite = temp["sprite"].str; Item item = null; switch (type) { case Item.ItemType.Consumable: int hp = (int)(temp["hp"].n); int mp = (int)(temp["mp"].n); item = new Consumable(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case Item.ItemType.Equipment: int strength = (int)(temp["strength"].n); int intellect = (int)(temp["intellect"].n); int agility = (int)(temp["agility"].n); int stamina = (int)(temp["stamina"].n); Equipment.EquipmentType equiType = (Equipment.EquipmentType)System.Enum.Parse(typeof(Equipment.EquipmentType), temp["equipType"].str); item = new Equipment(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, strength, intellect, agility, stamina, equiType); break; case Item.ItemType.Weapon: int damage = (int)(temp["damage"].n); Weapon.WeaponType weaponType = (Weapon.WeaponType)System.Enum.Parse(typeof(Weapon.WeaponType), temp["weaponType"].str); item = new Weapon(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, damage, weaponType); break; case Item.ItemType.Material: item = new Material(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite); break; } itemList.Add(item);//把解析到的物品信息加入物品列表里面 Debug.Log(item); } }
/// <summary> /// 解析JSON /// </summary> private void ParseItemsJSON() { itemList = new List <Item>(); TextAsset ta = Resources.Load <TextAsset>("items"); JSONObject j = new JSONObject(ta.text); foreach (JSONObject temp in j.list) { string itemType = temp["type"].str; Item.ItemType type = (Item.ItemType)System.Enum.Parse(typeof(Item.ItemType), itemType); int id = (int)temp["id"].n; //公用物品解析 string name = temp["name"].str; //string Quality = temp["quality"].str; Item.ItemQuality quality = (Item.ItemQuality)System.Enum.Parse(typeof(Item.ItemQuality), temp["quality"].str); string description = temp["description"].str; int capacity = (int)(temp["capacity"].n); int buyPrice = (int)(temp["buyPrice"].n); int sellPrice = (int)(temp["sellPrice"].n); string sprite = temp["sprite"].str; Item item = null; switch (type) { case Item.ItemType.Consumable: int hp = (int)temp["hp"].n; int mp = (int)temp["mp"].n; item = new Consumable (id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case Item.ItemType.Equipment: int strength = (int)temp["strength"].n; int intellect = (int)temp["intellect"].n; int agility = (int)temp["agility"].n; int stamina = (int)temp["stamina"].n; Equipment.EquipmentType equipType = (Equipment.EquipmentType)System.Enum.Parse(typeof(Equipment.EquipmentType), temp["equipType"].str); item = new Equipment (id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, strength, intellect, agility, stamina, equipType); break; case Item.ItemType.Weapon: int damage = (int)temp["damage"].n; Weapon.WeaponType weaponType = (Weapon.WeaponType)System.Enum.Parse(typeof(Weapon.WeaponType), temp["weaponType"].str); item = new Weapon(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, damage, weaponType); break; case Item.ItemType.Material: item = new Material(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite); break; } itemList.Add(item); //Debug.Log(item); } }
/// <summary> /// 解析物品Json /// </summary> public void ParseItemJson() { TextAsset textAsset = Resources.Load <TextAsset>("Items"); string itemsJson = textAsset.text; //List<Item> itemList = JsonConvert.DeserializeObject<List<Item>>(itemsJson); JSONObject j = new JSONObject(itemsJson); foreach (JSONObject temp in j.list) { int id = (int)temp["id"].n; string name = temp["name"].str; string description = temp["description"].str; int capacity = (int)temp["capacity"].n; int buyPrice = (int)temp["buyPrice"].n; int sellPrice = (int)temp["sellPrice"].n; string sprite = temp["sprite"].str; Item.ItemQuality quality = (Item.ItemQuality)System.Enum.Parse(typeof(Item.ItemQuality), temp["quality"].str); Item.ItemType type = (Item.ItemType)System.Enum.Parse(typeof(Item.ItemType), temp["type"].str); Item item = null; switch (type) { case Item.ItemType.Consumable: int hp = (int)temp["hp"].n; int mp = (int)temp["mp"].n; item = new Consumable(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case Item.ItemType.Equipment: int strength = (int)temp["strength"].n; int intelligence = (int)temp["intelligence"].n; int agility = (int)temp["agility"].n; int stamina = (int)temp["stamina"].n; Equipment.EquipmentType equipType = (Equipment.EquipmentType)System.Enum.Parse(typeof(Equipment.EquipmentType), temp["equipType"].str); item = new Equipment(id, name, type, quality, description, capacity, buyPrice, sellPrice, strength, intelligence, agility, stamina, equipType, sprite); break; case Item.ItemType.Weapon: int damage = (int)temp["damage"].n; Weapon.WeaponType weaponType = (Weapon.WeaponType)System.Enum.Parse(typeof(Weapon.WeaponType), temp["weaponType"].str); item = new Weapon(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, damage, weaponType); break; case Item.ItemType.Material: item = new Material(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite); break; default: break; } itemList.Add(item); } }
// Token: 0x0600002E RID: 46 RVA: 0x00002AAB File Offset: 0x00000CAB public static void ChangeGrip(Character character, Weapon.WeaponType toMoveset) { if (character != null) { Animator animator = character.Animator; if (animator != null) { animator.SetInteger("WeaponType", (int)toMoveset); } } }
public void RemoveWeapon(Weapon.WeaponType t) { // Remove in descending order in case of more than one occurrence. for (int weaponIndex = Weapons.Count - 1; weaponIndex >= 0; weaponIndex--) { if (Weapons [weaponIndex].Type == t) { Weapons.RemoveAt(weaponIndex); } } }
//special LevelUp function for weapon types public void LevelUp(Attribute attrib, Weapon.WeaponType newWeapon) { if (Attribute.WeaponType == attrib) { CURRENT_WEAPON = newWeapon; weapon.UpdateWeapon(); } else { return; } }
public void ShipDestroyed(Enemy e) { if (Random.value <= e.powerUpDropChance) { int ndx = Random.Range(0, powerUpFrequency.Length); Weapon.WeaponType puType = powerUpFrequency[ndx]; GameObject go = Instantiate(prefabPowerUp) as GameObject; PowerUp pu = go.GetComponent <PowerUp>(); pu.SetType(puType); pu.transform.position = e.transform.position; } }
/// <summary> /// 解析物品信息 /// </summary> private void ParseItemJson() { //文本在Unity里是TextAsset类型 itemText = Resources.Load <TextAsset>("ItemJson"); //string itemContent = itemText.ToString(); string itemContent = itemText.text; JsonData json = JsonMapper.ToObject(itemContent); //下面的是解析这个对象里面的共有属性 for (int i = 0; i < json.Count; i++) { int id = int.Parse(json[i]["id"].ToString()); string name = json[i]["name"].ToString(); Item.ItemType type = (Item.ItemType)Enum.Parse(typeof(Item.ItemType), json[i]["type"].ToString()); Item.ItemQuality quality = (Item.ItemQuality)Enum.Parse(typeof(Item.ItemQuality), json[i]["quality"].ToString()); string description = json[i]["description"].ToString(); int capacity = int.Parse(json[i]["capacity"].ToString()); int buyPrice = int.Parse(json[i]["buyPrice"].ToString()); int sellPrice = int.Parse(json[i]["sellPrice"].ToString()); string sprite = json[i]["sprite"].ToString(); Item item = null; switch (type) { case Item.ItemType.Consumable: int hp = int.Parse(json[i]["hp"].ToString()); int mp = int.Parse(json[i]["mp"].ToString()); item = new Consumable(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, hp, mp); break; case Item.ItemType.Equipment: int strength = int.Parse(json[i]["strength"].ToString()); int intellect = int.Parse(json[i]["intellect"].ToString()); int agility = int.Parse(json[i]["agility"].ToString()); int stamina = int.Parse(json[i]["stamina"].ToString()); Equipment.EquipmentType equipType = (Equipment.EquipmentType)Enum.Parse(typeof(Equipment.EquipmentType), json[i]["equipType"].ToString()); item = new Equipment(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, strength, intellect, agility, stamina, equipType); break; case Item.ItemType.Weapon: int damage = int.Parse(json[i]["damage"].ToString()); Weapon.WeaponType wpType = (Weapon.WeaponType)Enum.Parse(typeof(Weapon.WeaponType), json[i]["weaponType"].ToString()); item = new Weapon(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite, damage, wpType); break; case Item.ItemType.Material: item = new Material(id, name, type, quality, description, capacity, buyPrice, sellPrice, sprite); break; } itemList.Add(item); } }
public void PickUpWeapon(Weapon.WeaponType weaponType, int ammo) { foreach (Weapon w in Weapons) { if (w.weaponType == weaponType) { w.ammo += ammo; break; } } UpdateWeaponUI(); }
public void Choice(Weapon.WeaponType type) { weaponSword.SetActive(false); weaponBow.SetActive(false); weaponMagic.SetActive(false); switch (type) { case Weapon.WeaponType.Sword: weaponSword.SetActive(true); break; case Weapon.WeaponType.Bow: weaponBow.SetActive(true); break; case Weapon.WeaponType.Magic: weaponMagic.SetActive(true); break; } }
private static float GetTimePerAttack(Weapon.WeaponType type, float speed, bool useAxeSpecial, float colliderRadius = 0.4f) { if (speed == 0f) { return(999f); } Dictionary <Weapon.WeaponType, float[]> dict; if (useAxeSpecial && (type == Weapon.WeaponType.Axe_1H || type == Weapon.WeaponType.Axe_2H)) { dict = SpecialSpeeds; } else { dict = NormalSpeeds; } if (!dict.ContainsKey(type)) { return(999f); } float hitstop = (((colliderRadius - 0.4f) / 0.1f * 37) + 175) * 0.001f; if (speed > 1.2f) { // get 1.0x speed and auto-calculate from value var baseSpeed = dict[type][2]; return(hitstop + (baseSpeed * (float)(1 / (decimal)speed))); } else if (speed > 1.1f) { return(hitstop + dict[type][4]); } else if (speed > 1.0f) { return(hitstop + dict[type][3]); } else if (speed > 0.9f) { return(hitstop + dict[type][2]); } else if (speed > 0.8f) { return(hitstop + dict[type][1]); } else { return(hitstop + dict[type][0]); } }
public static void Prefix(WeaponDamage __instance, ref AttackSkill ___m_attackSkill, out List <Weapon.WeaponType> __state) { __state = null; AttackSkill attackSkill = ___m_attackSkill; Weapon weapon; if (attackSkill == null) { weapon = null; } else { Character ownerCharacter = attackSkill.OwnerCharacter; weapon = ((ownerCharacter != null) ? ownerCharacter.CurrentWeapon : null); } Weapon weapon2 = weapon; bool flag = weapon2 != null; if (flag) { Weapon.WeaponType valueOrDefault = (Weapon.WeaponType) 0; bool flag2; if (___m_attackSkill.RequiredWeaponTypes != null) { Weapon.WeaponType?bastardType = BehaviourManager.GetBastardType(weapon2.Type); if (bastardType != null) { valueOrDefault = bastardType.GetValueOrDefault(); flag2 = true; } else { flag2 = false; } } else { flag2 = false; } bool flag3 = flag2; if (flag3) { bool flag4 = ___m_attackSkill.RequiredWeaponTypes.Contains(valueOrDefault) && !___m_attackSkill.RequiredWeaponTypes.Contains(weapon2.Type) && BehaviourManager.IsBastardMode(weapon2); if (flag4) { __state = ___m_attackSkill.RequiredWeaponTypes; ___m_attackSkill.RequiredWeaponTypes = new List <Weapon.WeaponType>(__state); ___m_attackSkill.RequiredWeaponTypes.Add(weapon2.Type); } } } }
public void ReadData() { //read play attribute from xml //for test _weapon_origin = Weapon.WeaponType.gun; _maxHealth_origin = 100f; _defence_origin = 1f; _moveSpeed_origin = 0.12f; _jumpForce_origin = 750f; _collectionTime_origin = 2f; _invicibleTimeRate_origin = 1f; }
public void SetType(Weapon.WeaponType wt) { //Grab the WeaponDefinition from Main Weapon.WeaponDefinition def = Main.GetWeaponDefinition (wt); //Set the color of the CUbe child cube.GetComponent<Renderer> ().material.color = def.color; letter.color = def.color; //We could colorize the letter too letter.text = def.letter; //Set the letter that is shown type = wt; //Finally actually set the type }
public DamageMessage (float dmg, Vector3 dir, float dmgFrce, Weapon.DamageBias bs, Weapon.WeaponType tp, GameObject own) { damage = dmg; damageDirection = dir; damageForce = dmgFrce; bias = bs; type = tp; owner = own; try { viewID = own.GetComponent<PhotonView>().viewID; } catch { Debug.Log(owner.name + " does not have a photon View ID"); } }
public Projectile(Game game, Vector2 spawn, float angle, int velocity, int dmg, Weapon.WeaponType type) : base(game) { location = spawn; // origin = new Point((int)Mouse.SLocation.X, (int)Mouse.SLocation.Y); tempVelocity = velocity; wepType = type; this.velocity = new Vector2((float)(tempVelocity * Math.Cos(angle)), (float)(tempVelocity * Math.Sin(angle))); damage = dmg; rotation = angle; MouseState ms = Microsoft.Xna.Framework.Input.Mouse.GetState(); this.location = spawn; if (wepType == Weapon.WeaponType.CATNIP) { this.location = Mouse.SLocation+ new Vector2(ms.X-400, ms.Y-300) + new Vector2(-30, -30); Map.sModList.Add(this); this.range = 150; } else Map.sProjList.Add(this); length = 10; trajLength = 60; }
public override void Update(GameTime gameTime) { KeyboardState keyState = Keyboard.GetState(); MouseState ms = Microsoft.Xna.Framework.Input.Mouse.GetState(); // if keys are pressed, update the character positions. if (ms.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released) { weapon.FireWeapon(this.location, this.rotation); } if (keyState.GetPressedKeys().Length > 0) { // if >0 move down if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.S) && location.Y < 1800) { this.location.Y += (int)velocity.Y; } // if <1800 move up if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.W) && location.Y > 0) { this.location.Y -= (int)velocity.Y; } // if >0 move right if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D) && location.X < 2400) { this.location.X += (int)velocity.X; } // if <2400 move leftx if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.A) && location.X > 0) { this.location.X -= (int)velocity.X; } if (Microsoft.Xna.Framework.Input.Mouse.GetState().ScrollWheelValue < wheel) { if ((int)weapon.CurrentWeapon == 0) weapon.SetWeapon(Weapon.WeaponType.CATNIP); else weapon.SetWeapon(weapon.CurrentWeapon - 1); //wep = weapon.CurrentWeapon; wheel = Microsoft.Xna.Framework.Input.Mouse.GetState().ScrollWheelValue; } if (Microsoft.Xna.Framework.Input.Mouse.GetState().ScrollWheelValue > wheel) { if ((int)weapon.CurrentWeapon == 3) weapon.SetWeapon(0); else weapon.SetWeapon(weapon.CurrentWeapon + 1); //wep = weapon.CurrentWeapon; wheel = Microsoft.Xna.Framework.Input.Mouse.GetState().ScrollWheelValue; } if (Microsoft.Xna.Framework.Input.Mouse.GetState().RightButton.Equals(ButtonState.Pressed)) { wep = weapon.CurrentWeapon; weapon.SetWeapon(Weapon.WeaponType.CATNIP); weapon.FireWeapon(this.location, this.rotation); weapon.SetWeapon(wep); } else if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D4) && oldKS.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D4)) { weapon.SetWeapon(Weapon.WeaponType.CATNIP); } if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D1) && oldKS.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D1)) { weapon.SetWeapon(Weapon.WeaponType.BASIC); } if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D2) && oldKS.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D2)) { weapon.SetWeapon(Weapon.WeaponType.SHOTGUN); } if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D3) && oldKS.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D3)) { weapon.SetWeapon(Weapon.WeaponType.GUIDED); } } oldState = ms; oldKS = keyState; sLocation = location; MouseState tmp = Microsoft.Xna.Framework.Input.Mouse.GetState(); float tmpF = (float)Math.Atan2(300-tmp.Y, 400-tmp.X); if (tmpF!=rotation) { this.rotation = tmpF; //this.drawingLocation.X = (float)((drawingLocation.X) * Math.Cos(rotation) - (drawingLocation.Y) * Math.Sin(rotation)); //this.drawingLocation.Y = (float)((drawingLocation.Y) * Math.Cos(rotation) + (drawingLocation.X) * Math.Sin(rotation)); } // IF MOUSE ENCOUNTERS A CATNIP PICKUP (put this wherever collisions are being done) // Delete the pickup object // weapon.CurrentWeapon = 3; base.Update(gameTime); }