public void Make() { _Speed = 0.0f; _Trun = 0.0f; _Status = ACTOR_STATUS_TYPE.MAKE; _InvokeStatusEvent(); }
private void _Cast(ACTOR_STATUS_TYPE actor_status_type) { if (_CastSkill != null) { _CastSkill.Cast(actor_status_type); } }
public void Damage() { _Speed = 0.0f; _Trun = 0.0f; _Status = ACTOR_STATUS_TYPE.DAMAGE1; _InvokeStatusEvent(); }
public void Stun() { _Speed = 0.0f; _Trun = 0.0f; _Status = ACTOR_STATUS_TYPE.STUN; _InvokeStatusEvent(); }
private void _Cast(ACTOR_STATUS_TYPE id) { _Speed = 0.0f; _Trun = 0.0f; _Status = id; _InvokeStatusEvent(); }
public void Aid() { _Speed = 0.0f; _Trun = 0.0f; _Status = ACTOR_STATUS_TYPE.AID; _InvokeStatusEvent(); }
private void _SetStatus(ACTOR_STATUS_TYPE status) { Status = status; if (Avatar != null) { _BeginSpeed = Avatar.GetFloat("Speed"); _EndSpeed = Speed; _SpeedStep = 0.0f; _BeginTrun = Avatar.GetFloat("Trun"); _EndTrun = Trun > 0.0f ? 1 : Trun < 0.0f ? -1 : 0; _TrunStep = 0.0f; if (Status == ACTOR_STATUS_TYPE.CHEST_OPEN) { Avatar.SetBool("Open", true); } else if (Status == ACTOR_STATUS_TYPE.NORMAL_IDLE && Speed == 0.0f) { ResetLongIdle(); } } }
public SkillCaster GetBattleCaster() { var skill = Equipment.GetSkill(); ACTOR_STATUS_TYPE status = skill.Idle; var data = _Datas.First((s) => s.Id == status); return(new SkillCaster(data, new Determination(data.Lefts, data.Rights, data.Total, data.Begin, data.End))); }
private TICKRESULT _UseSkill(ACTOR_STATUS_TYPE skill) { if (_CastSkill != null) { _CastSkill.Cast(skill); return(TICKRESULT.SUCCESS); } return(TICKRESULT.FAILURE); }
public Skill(EFFECT_TYPE skill_effect, ITEM_FEATURES right, ITEM_FEATURES left, ACTOR_STATUS_TYPE idle, ACTOR_STATUS_TYPE injury, ACTOR_STATUS_TYPE knockout) { _SkillEffect = skill_effect; _Idle = idle; _Right = right; _Left = left; _Knockout = knockout; _Injury = injury; }
void ICastSkill.Cast(ACTOR_STATUS_TYPE skill) { if (_Overdraft) { return; } _NextCaster = _Caster.FindNext(skill); }
public void Damage() { _Speed = 0.0f; _Trun = 0.0f; var skill = Equipment.GetSkill(); _Status = skill.Injury; _InvokeStatusEvent(); }
public SkillCaster GetBattleCaster() { ACTOR_STATUS_TYPE status = ACTOR_STATUS_TYPE.MELEE_IDLE; var item = this.Equipment.Find(EQUIP_PART.RIGHT_HAND); if (item != null) { status = _GetWeaponIdle(item.GetPrototype().Features); } var data = _Datas.First((s) => s.Id == status); return(new SkillCaster(data, new Determination(data.Lefts, data.Rights, data.Total, data.Begin, data.End))); }
public SkillCaster FindNext(ACTOR_STATUS_TYPE skill) { var skillPrototype = Resource.Instance.FindSkill(skill); if (skillPrototype != null) { if (Data.Nexts.Any(s => s == skill)) { return(new SkillCaster(skillPrototype, new Determination(skillPrototype))); } if (_IsHit && Data.HitNexts.Any(s => s == skill)) { return(new SkillCaster(skillPrototype, new Determination(skillPrototype))); } } return(null); }
private void _AddSkill(ACTOR_STATUS_TYPE actorStatusType) { //Resources.Load("UI/Skill/" + actorStatusType.ToString()) var obj = GameObject.Instantiate(SkillButtomSource); var image = obj.GetComponentInChildren <UnityEngine.UI.Image>(); image.sprite = (Sprite)Resources.Load("Icon/Skill/" + actorStatusType.ToString(), typeof(Sprite)); var button = obj.GetComponentInChildren <UnityEngine.UI.Button>(); var tmp = actorStatusType; button.onClick.AddListener( () => { _Cast(tmp); }); _Childs.Add(obj); var rect = obj.GetComponent <RectTransform>(); rect.SetParent(GetComponent <RectTransform>(), false); var element = obj.GetComponentInChildren <RMF_RadialMenuElement>(); Menu.elements.Add(element); }
IEnumerable <Item> IIndividual.Stolen(Guid id) { if (_SignRoster.Sign(id) == false) { return(new Item[0]); } if (_EntityType == ENTITY.DEBIRS) { var unlockSuccess = Regulus.Utility.Random.Instance.NextFloat() > 0.3f; if (UnlockEvent != null) { UnlockEvent(unlockSuccess); } if (unlockSuccess == false) { return(new Item[0]); } _Status = ACTOR_STATUS_TYPE.CHEST_OPEN; _InvokeStatusEvent(); } if (Bag.Any()) { var items = Bag.Shuffle().Take(1).ToArray(); Bag.Remove(items); if (_TheftEvent != null) { _TheftEvent(id, items); } return(items); } return(new Item[0]); }
private TICKRESULT _FindSkill(ref ACTOR_STATUS_TYPE skill, ref float distance) { var strength = _Entiry.GetStrength(); if (strength < 0) { return(TICKRESULT.FAILURE); } var len = _UsableSkills.Count; if (len == 0) { return(TICKRESULT.FAILURE); } var index = Regulus.Utility.Random.Instance.NextInt(0, len); skill = _UsableSkills[index]; distance = 1f; if (skill == ACTOR_STATUS_TYPE.BATTLE_AXE_ATTACK1 || skill == ACTOR_STATUS_TYPE.BATTLE_AXE_ATTACK2 ) { distance = 1.3f; } else if (skill == ACTOR_STATUS_TYPE.BATTLE_AXE_BLOCK) { distance = 3f; } else if (skill == ACTOR_STATUS_TYPE.CLAYMORE_ATTACK1) { distance = 3f; } return(TICKRESULT.SUCCESS); }
public Skill(EFFECT_TYPE skill_effect, ACTOR_STATUS_TYPE status_idle, ITEM_FEATURES right, ITEM_FEATURES left) { _SkillEffect = skill_effect; _StatusIdle = status_idle; _Right = right; _Left = left; }
private void _AddSkill(ACTOR_STATUS_TYPE actorStatusType) { //Resources.Load("UI/Skill/" + actorStatusType.ToString()) var obj = GameObject.Instantiate(SkillButtomSource); var image = obj.GetComponentInChildren<UnityEngine.UI.Image>(); image.sprite = (Sprite)Resources.Load("Icon/Skill/" + actorStatusType.ToString(), typeof (Sprite)); var button = obj.GetComponentInChildren<UnityEngine.UI.Button>(); var tmp = actorStatusType; button.onClick.AddListener( () => { _Cast(tmp); }); _Childs.Add(obj); var rect = obj.GetComponent<RectTransform>(); rect.SetParent(GetComponent<RectTransform>(), false); var element = obj.GetComponentInChildren<RMF_RadialMenuElement>(); Menu.elements.Add(element); }
public void CastBegin(ACTOR_STATUS_TYPE id) { _Cast(id); }
public void CastEnd(ACTOR_STATUS_TYPE id) { }
public void Explore() { _Status = ACTOR_STATUS_TYPE.NORMAL_EXPLORE; _InvokeStatusEvent(); }
private void _Cast(ACTOR_STATUS_TYPE actor_status_type) { if(_CastSkill != null) _CastSkill.Cast(actor_status_type); }
public static SkillCaster Build(ACTOR_STATUS_TYPE type) { var skill = Resource.Instance.FindSkill(type); return(new SkillCaster(skill, new Determination(skill))); }
private void _SetStatus(ACTOR_STATUS_TYPE status) { Status = status; if (Avatar != null) { if(Status == ACTOR_STATUS_TYPE.DAMAGE1) Avatar.SetTrigger(ACTOR_STATUS_TYPE.DAMAGE1.ToString()); Avatar.SetInteger("Status", (int)Status); _BeginSpeed = Avatar.GetFloat("Speed"); _EndSpeed = Speed; _SpeedStep = 0.0f; _BeginTrun = Avatar.GetFloat("Trun"); _EndTrun = Trun > 0.0f ? 1 : Trun < 0.0f ? -1 : 0; _TrunStep = 0.0f; if (Status == ACTOR_STATUS_TYPE.CHEST_OPEN) { Avatar.SetBool("Open", true); } else if (Status == ACTOR_STATUS_TYPE.NORMAL_IDLE && Speed == 0.0f) { ResetLongIdle(); } } }
void ICastSkill.Cast(ACTOR_STATUS_TYPE skill) { if (_Overdraft) return; _NextCaster = _Caster.FindNext(skill); }
private TICKRESULT _UseSkill(ACTOR_STATUS_TYPE skill) { if (_CastSkill != null) { _CastSkill.Cast(skill); return TICKRESULT.SUCCESS; } return TICKRESULT.FAILURE; }
public void Normal() { _Status = ACTOR_STATUS_TYPE.NORMAL_IDLE; Stop(); }
private void _AddSkills(ACTOR_STATUS_TYPE[] obj) { _UsableSkills.AddRange(obj); }
private TICKRESULT _FindSkill(ref ACTOR_STATUS_TYPE skill, ref float distance) { var strength = _Entiry.GetStrength(); if (strength < 0) return TICKRESULT.FAILURE; var len = _UsableSkills.Count; if(len == 0) return TICKRESULT.FAILURE; var index = Regulus.Utility.Random.Instance.NextInt(0, len); skill = _UsableSkills[index]; distance = 1f; if (skill == ACTOR_STATUS_TYPE.BATTLE_AXE_ATTACK1 || skill == ACTOR_STATUS_TYPE.BATTLE_AXE_ATTACK2 ) { distance = 1.3f; } else if (skill == ACTOR_STATUS_TYPE.BATTLE_AXE_BLOCK) { distance = 3f; } else if (skill == ACTOR_STATUS_TYPE.CLAYMORE_ATTACK1) { distance = 3f; } return TICKRESULT.SUCCESS; }
private void _AddHitSkills(ACTOR_STATUS_TYPE[] skills) { foreach (var actorStatusType in skills) { _AddSkill(actorStatusType); } Menu.arrangeElements(); }
IEnumerable<Item> IIndividual.Stolen(Guid id) { if (_SignRoster.Sign(id) == false) { return new Item[0]; } if (_EntityType == ENTITY.DEBIRS) { var unlockSuccess = Regulus.Utility.Random.Instance.NextFloat() > 0.3f; if(UnlockEvent != null) UnlockEvent(unlockSuccess); if (unlockSuccess == false) { return new Item[0]; } _Status = ACTOR_STATUS_TYPE.CHEST_OPEN; _InvokeStatusEvent(); } if (Bag.Any()) { var items = Bag.Shuffle().Take(1).ToArray(); Bag.Remove(items); if (_TheftEvent != null) _TheftEvent(id, items); return items; } return new Item[0]; }
public SkillData FindSkill(ACTOR_STATUS_TYPE name) { return((from e in this.SkillDatas where e.Id == name select e).Single()); }
private Entity() { _Datas = Resource.Instance.SkillDatas; this._Id = Guid.NewGuid(); this._BaseView = 30.0f; _DetectionRange = 1.0f ; _SignRoster = new SignRoster(); _CollideTargets = new DifferenceNoticer<IIndividual>(); _SkillOffsetVector = new Vector2(); _BaseSpeed = 1.0f; _MaxHealth = 10f; Equipment = new Equipment(this); Equipment.AddEvent += _BroadcastEquipEvent; Equipment.RemoveEvent += _BroadcastEquipEvent; _Status = ACTOR_STATUS_TYPE.NORMAL_IDLE; }