public void superReset() { Vector3 position = new Vector3 (5.405118f, 5.086665f, -0.2f); transform.position = position; currentPower = power.none; haltPowers (); }
public void reset() { Vector3 position = new Vector3 (5.405118f + (transform.position.x - transform.position.x % 200f), 5.086665f, -0.2f); transform.position = position; currentPower = power.none; haltPowers (); }
void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Enemy") { col.gameObject.SendMessage("Die"); if (col.gameObject.layer == 13) SendMessageUpwards("addPoints", 900); else SendMessageUpwards ("addPoints", 200); } else if (col.gameObject.tag == "BeamEnemy") { powerGained = power.beam; SendMessageUpwards("assignPower", (int)powerGained); SendMessageUpwards ("addPoints", 300); col.gameObject.SendMessage("Die"); } else if (col.gameObject.tag == "ElectricEnemy") { powerGained = power.electric; SendMessageUpwards("assignPower", (int)powerGained); SendMessageUpwards ("addPoints", 300); col.gameObject.SendMessage("Die"); } else if (col.gameObject.tag == "FireEnemy") { powerGained = power.fire; SendMessageUpwards("assignPower", (int)powerGained); SendMessageUpwards ("addPoints", 300); col.gameObject.SendMessage("Die"); } }
public UserInfo() { _id = ""; _password = ""; _power = new power(); _state = ""; _lastlogin = ""; _count = 0; }
public UserInfo(string id, string password, power p, string state, string lastlogin, int count) { _id = id; _password = password; _power = p; _state = state; _lastlogin = lastlogin; _count = count; }
public void getHit() { if (Time.time - initialTime >= 2) { initialTime = Time.time; currentPower = power.none; powerInterrupt = true; haltPowers (); hud.loseHealth(); } }
public PowerData(PowerUI powerUI) { P.Clear(); for (int i = 0; i < powerUI.power.Length; i++) { power test = new power(); test.id = powerUI.power[i].id; test.number = powerUI.power[i].amount; P.Add(test); } }
private void OnTriggerEnter2D(Collider2D other) { GameObject item = other.gameObject; if (item.tag == "fireCrystal") { status = power.Fire; Debug.Log(status); Destroy(item); } if (item.tag == "iceCrystal") { status = power.Ice; Debug.Log(status); Destroy(item); } if (item.tag == "sizeCrystal") { size_up(); Destroy(item); } if (item.tag == "heart") { int tempHealth = healthPickUp + curr_health; if (tempHealth > max_health) { curr_health = max_health; } else { curr_health = tempHealth; } float tempcur = curr_health; float tempmax = max_health; HpBar.value = tempcur / tempmax; Destroy(item); } // Repeat if statement for different type of crystals/droplets }
private void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "power") { power pow = col.gameObject.GetComponent <power>(); if (pow.num == 0) { GetComponent <Rigidbody>().velocity *= 2f; } else { float x = transform.position.x; float z = transform.position.z; launch(x, z); Instantiate(ball, new Vector3(x, 0, z), Quaternion.identity); } } }
public base_personnage(string _name,int _ID,santé _Santé, mana _Mana, energie _Energie, poudre _Poudre, vitess _Vitess, armor _Armor, encaissement _Encaissement, speed _Speed, tenacity _Tenacity, range _Range, damage _Damage, power _Power, life_steal _Life_Steal, vampirisme _Vampirisme, List<tool> _LT) { name = _name; ID = _ID; Santé = _Santé; Mana = _Mana; Energie = _Energie; Poudre = _Poudre; Vitess = _Vitess; Armor = _Armor; encaissement = _Encaissement; Speed = _Speed; Tenacity = _Tenacity; Range = _Range; Damage = _Damage; Power = _Power; Life_Steal = _Life_Steal; Vampirisme = _Vampirisme; List_tool = new List<tool>(); List_tool = _LT; }
public void assignPower(power acquiredPower) { haltPowers (); powerInterrupt = true; currentPower = acquiredPower; }
/// <summary> /// Запрос дополнительных параметров мощности, тока, коэффициента мощности /// </summary> /// <param name="param">тип перечисления BWIR_param</param> /// <param name="Num_Of_Phase">Номер фазы 1, 2, 3. Для Мощности и коэффициента мощности 0 - по сумме фаз</param> /// <param name="query">Номер функции для запроса. 14, 16 , 11 . По умолчанию 16 /// 14 - чтение зафиксрованных данных</param> /// <param name="powerType">The param Для чтения мощности - P, Q или S</param> /// <returns>Возвращает параметры Сумма, Фаза1, Фаза2, Фаза3. Или Значение для одной фазы</returns> /// /// public int[] CallAdditionalParameters(BWIR_param param, byte Num_Of_Phase, AdditionalParameters_query query = AdditionalParameters_query.h16, power powerType = power.P) { byte[] mes = new byte[4]; mes[0] = address; mes[1] = 0x08; mes[2] = (byte)query; if (param == BWIR_param.frequency) { Num_Of_Phase = 0; } mes[3] += (byte)(((byte)param << 4) + ((byte)powerType << 2) + Num_Of_Phase); RXmes Rxmes_ = SendCmd(mes); if (Rxmes_.buff != null) { if (((Rxmes_.buff.Length - 3) % 4) > 0) { int[] j = new int[(Rxmes_.buff.Length - 3) / 3]; for (int i = 0; i < j.Length; i++) { byte[] newbyte = { Rxmes_.buff[3 * i + 1], Rxmes_.buff[3 * i + 2], Rxmes_.buff[3 * i + 3] }; j[i] = (newbyte[0] << 16) + (newbyte[2] << 8) + newbyte[1]; } return(j); } else if ((Rxmes_.buff.Length - 3) == 12) // ответ включает Сумма + 1ф + 2ф + 3ф = 12байт { int[] j = new int[4]; for (int i = 0; i < j.Length; i++) { byte[] newbyte = { Rxmes_.buff[3 * i + 1], Rxmes_.buff[3 * i + 2], Rxmes_.buff[3 * i + 3] }; // 6 бит 1 байта данных - направление реактивной мощности этот бит обнуляем // 7 бит - направление активной мощности . j[i] = ((newbyte[0] & 128) == 1 ? -1 : 1) * ((newbyte[0] & 0x3F) << 16) + (newbyte[2] << 8) + newbyte[1]; } return(j); } else { int[] j = new int[(Rxmes_.buff.Length - 3) / 4]; for (int i = 0; i < j.Length; i++) { byte[] newbyte = { Rxmes_.buff[4 * i + 1], Rxmes_.buff[4 * i + 2], Rxmes_.buff[4 * i + 3], Rxmes_.buff[4 * i + 4] }; j[i] = (newbyte[1] << 24) + (newbyte[0] << 16) + (newbyte[3] << 8) + newbyte[2]; } return(j); } } return(null); }
var(paulis, numerator, power, qubits) = args;
public base_personnage(santé _Santé, mana _Mana, energie _Energie, poudre _Poudre, vitess _Vitess, armor _Armor, encaissement _Encaissement, speed _Speed, tenacity _Tenacity, range _Range, damage _Damage, power _Power, life_steal _Life_Steal, vampirisme _Vampirisme) { }
// Use this for initialization void Start() { //GameObject.Find("EventSystem").GetComponent<scr_ui_multiIcon>().OnRefresh(0); anim = GetComponent <Animator>(); scri = pow.GetComponent <power>(); }
var(pauli, numerator, power, qubit) = args;
public static PlayerCharacter Load(string filename) { PlayerCharacter pc = new PlayerCharacter(); XmlDocument doc = new XmlDocument(); doc.Load(filename); //Get Character Details XmlNodeList details = doc.SelectNodes("//Details"); foreach (XmlNode item in details) { pc.CombatantName = item["name"].InnerText.Trim(); } //Get Powers List XmlNodeList powers = doc.SelectNodes("//PowerStats/Power"); foreach (XmlNode item in powers) { power p = new power(); p.name = item.Attributes["name"].InnerText.Trim(); XmlNodeList spec = item.SelectNodes("specific"); foreach (XmlNode note in spec) { if (note.Attributes["name"].InnerText == "Power Usage") { switch (note.InnerText.Trim()) { case "At-Will": p.PowerUsage = power.PowerUsageType.ATWILL; break; case "Encounter": case "Encounter (Special)": p.PowerUsage = power.PowerUsageType.ENCOUNTER; break; case "Daily": p.PowerUsage = power.PowerUsageType.DAILY; break; default: throw new NotImplementedException(note.InnerText.Trim()); } } if (note.Attributes["name"].InnerText == "Action Type") { switch (note.InnerText.Trim().ToLower()) { case "standard action": p.action = ActionType.STANDARD; break; case "minor action": p.action = ActionType.MINOR; break; case "move action": p.action = ActionType.MOVE; break; case "immediate interrupt": p.action = ActionType.INTERRUPT; break; case "immediate reaction": p.action = ActionType.REACTION; break; default: throw new NotImplementedException(note.InnerText.Trim()); } } } pc.Powers.Add(p); } //Get Race and Class XmlNodeList rules = doc.SelectNodes ("//CharacterSheet/RulesElementTally/RulesElement"); foreach (XmlNode rule in rules) { if (rule.Attributes["type"].InnerText == "Race") pc.PlayerRace = rule.Attributes["name"].InnerText; if (rule.Attributes["type"].InnerText == "Class") pc.PlayerClass = rule.Attributes["name"].InnerText; } //Get Stat Block XmlNodeList Stats = doc.SelectNodes("//CharacterSheet/StatBlock/Stat"); foreach (XmlNode stat in Stats) { attribute a = new attribute(); a.value = int.Parse(stat.Attributes["value"].InnerText); foreach (XmlNode alias in stat.SelectNodes("alias")) a.alias.Add(alias.Attributes["name"].InnerText); pc.attList.Add(a); } foreach (attribute item in pc.attList) { if (item.att_name == "Hit Points") { pc.MaxHP = item.value; pc.CurrentHP = item.value; } if (item.att_name == "Healing Surges") { pc.MaxHealingSurges = item.value; pc.CurrentHealingSurges = item.value; } } doc = null; return pc; }
//*********************************// // Update is called once per frame // //*********************************// void Update() { //float vertical = Input.GetAxis ("Vertical"); float horizontal = Input.GetAxis ("Horizontal"); int height = kirbyAnimator.GetInteger ("Height"); bool moving = kirbyAnimator.GetBool ("Moving"); bool floating = kirbyAnimator.GetBool ("Floating"); bool jumping = kirbyAnimator.GetBool ("Jumping"); bool hopping = kirbyAnimator.GetBool ("Hopping"); Vector3 position = transform.position; if (position.z != -0.2f) { position.z = -0.2f; transform.position = position; } if (hopping) rigidbody2D.gravityScale = 1; else rigidbody2D.gravityScale = 0; Vector2 vel = rigidbody2D.velocity; if (jumping){ vel.y = Mathf.Min (vel.y + jumpSpeed / 2.0f, jumpSpeed); } else if (!grounded) { if (floating) vel.y = Mathf.Max (vel.y + slowFallSpeed / 10.0f, slowFallSpeed); else if (hopping) { if (hopFlight < 15){ hopFlight = hopFlight + 1; } else { SetHopping (false); initHop = false; } if (initHop) { vel.y = hopSpeed + hopFlight; initHop = false; } if (vel.y <= 0){ SetFalling (true); } } else { if (vel.y <= 0){ SetFalling (true); } vel.y -= hopSpeed * Time.deltaTime * 2.6f; } } else { vel.y = slowFallSpeed; } if (height == 0) { if (moving) { if (floating) vel.x = horizontal * slowSpeed; else vel.x = horizontal * speed; } else{ vel.x = 0; } } else if (height == -1) { if (vel.x > 0.1f){ vel.x = vel.x - drift; } else if (vel.x < -0.1f){ vel.x = vel.x + drift; } else { vel.x = 0; SetMoving(false); } } else if (height == 1) { if (moving) vel.x = horizontal * slowSpeed; else vel.x = 0; } else { // This is when you're HOP-JUMPING, not when you're standing still vel.x = horizontal * speed; } if (usingPower == false) { if (currentPower != power.none) haltPowers (); } else { vel.x = 0f; } // Assume NOT using power usingPower = false; // If you don't hold the hop button, you stop hopping; if you land, you aren't hopping. if (hopping && !Input.GetKey(KeyCode.Z)) { SetHopping (false); hopping = false; } if ((height == -1) && !Input.GetKey (KeyCode.DownArrow) && grounded){ SetHeight (0); } if (!Input.GetKey (KeyCode.X) || Input.GetKey (KeyCode.UpArrow)) { // No perma inhale haltPowers(); } // Set height and moving parameters if ((Input.GetKey (KeyCode.DownArrow) && Input.GetKey ( KeyCode.UpArrow)) || (Input.GetKey (KeyCode.LeftArrow) && Input.GetKey ( KeyCode.RightArrow))) { // Pressing conflicting keys SetMoving (false); } else if (Input.GetKey (KeyCode.DownArrow) && !Input.GetKey (KeyCode.X) && grounded) { // Pressing down only, still can't move though SetHeight (-1); Vector3 scale = transform.localScale; // Flip the model if you move in a different direction // than where you were previously facing if ((Input.GetKey (KeyCode.RightArrow) && direction == 0) || (Input.GetKey (KeyCode.LeftArrow) && direction == 1)) { if (height != -1) { scale.x *= -1; direction = Mathf.Abs(direction - 1); } } transform.localScale = scale; } else if (Input.GetKey (KeyCode.X) && !Input.GetKey (KeyCode.UpArrow) && floating) { if (floating){ SetFloating (false); SetJumping (false); } } else if ((Input.GetKeyDown (KeyCode.X) || (Input.GetKey (KeyCode.X) && !powerInterrupt))&& !Input.GetKey (KeyCode.UpArrow)) { if (Input.GetKey (KeyCode.DownArrow)) { //PUT SLIDE-KICK CODE HERE! SetHeight (-1); // It should be already, but there's a glitch. } else { powerInterrupt = false; usingPower = true; SetMoving (false); UsePower(currentPower); } } else if (Input.GetKey (KeyCode.UpArrow) || (Input.GetKey (KeyCode.Z) && floating)) { if (overDoor == true) { ChangePosX(83f); overDoor = false; } else if (overBackDoor == true) { ChangePosX(-83.0f); overBackDoor = false; } else { SetHeight (1); grounded = false; SetFloating (true); SetJumping (true); SetFalling (false); if (Input.GetKey (KeyCode.RightArrow) || Input.GetKey (KeyCode.LeftArrow)) { // SetMoving left or right SetMoving (true); Vector3 scale = transform.localScale; // Flip the model if you move in a different direction // than where you were previously facing if ((Input.GetKey (KeyCode.RightArrow) && direction == 0) || (Input.GetKey (KeyCode.LeftArrow) && direction == 1)) { if (height != -1) { scale.x *= -1; direction = Mathf.Abs(direction - 1); } } transform.localScale = scale; } else { SetMoving (false); } } } else if (Input.GetKeyDown (KeyCode.Z) && !floating && grounded) { SetJumping (false); SetHopping (true); SetFalling (false); SetHeight (2); hopping = true; grounded = false; initHop = true; hopFlight = 1; } else if (Input.GetKey (KeyCode.RightArrow) || Input.GetKey (KeyCode.LeftArrow)) { // SetMoving left or right SetMoving (true); SetJumping (false); Vector3 scale = transform.localScale; // Flip the model if you move in a different direction // than where you were previously facing if ((Input.GetKey (KeyCode.RightArrow) && direction == 0) || (Input.GetKey (KeyCode.LeftArrow) && direction == 1)) { if (height != -1) { scale.x *= -1; direction = Mathf.Abs(direction - 1); } } transform.localScale = scale; } else { // Not pressing anything, still shouldn't move SetMoving (false); SetJumping (false); } if (Input.GetKey (KeyCode.Space)) { currentPower = power.none; haltPowers(); } rigidbody2D.velocity = vel; }
void UsePower(power usedPower) { switch (usedPower) { case power.none: noPower.SetActive(true); break; case power.beam: beamPower.SetActive(true); break; case power.electric: electricPower.SetActive(true); break; case power.fire: firePower.SetActive(true); break; } }