Esempio n. 1
0
    public static HashSet <BonusType> GetMultiplierTypes(AbilityType abilityType, params ElementType[] elements)
    {
        HashSet <BonusType> bonusTypes = new HashSet <BonusType>();

        foreach (ElementType e in elements)
        {
            bonusTypes.Add((BonusType)Enum.Parse(typeof(BonusType), "GLOBAL_" + e.ToString() + "_DAMAGE"));
            if (abilityType == AbilityType.ATTACK || abilityType == AbilityType.SPELL)
            {
                bonusTypes.Add((BonusType)Enum.Parse(typeof(BonusType), abilityType.ToString() + "_" + e.ToString() + "_DAMAGE"));
                switch (e)
                {
                case ElementType.FIRE:
                case ElementType.COLD:
                case ElementType.LIGHTNING:
                case ElementType.EARTH:
                    bonusTypes.Add((BonusType)Enum.Parse(typeof(BonusType), abilityType.ToString() + "_ELEMENTAL_DAMAGE"));
                    bonusTypes.Add(BonusType.GLOBAL_ELEMENTAL_DAMAGE);
                    break;

                case ElementType.DIVINE:
                case ElementType.VOID:
                    bonusTypes.Add((BonusType)Enum.Parse(typeof(BonusType), abilityType.ToString() + "_PRIMORDIAL_DAMAGE"));
                    bonusTypes.Add(BonusType.GLOBAL_PRIMORDIAL_DAMAGE);
                    break;
                }
            }
        }

        return(bonusTypes);
    }
 void FixedUpdate()
 {
     Movement();
     Forward();
     Rotation();
     ClampingSpeedValues();
     SideWays();
     droneBody.AddRelativeForce(Vector3.up * upForce);
     droneBody.rotation = Quaternion.Euler(new Vector3(tiltAmount, currentYRotation, tiltAmountSide));
     if (Input.GetKey(KeyCode.F))
     {
         cmdDropOff();
     }
     if (boxData != null)
     {
         healthSlider.value = boxData.boxHealth / 100.0f;
     }
     if (Input.GetKeyDown(KeyCode.R))
     {
         if (ability != AbilityType.None)
         {
             StartCoroutine("UseAbility");
         }
     }
     abilityText.text = "Ability Type: " + ability.ToString();
 }
Esempio n. 3
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        public static Ability GetAbility(AbilityType type)
        {
            if (!_abilities.ContainsKey(type))
            {
                throw new System.Exception("Ability not defined: " + type.ToString());
            }

            return(_abilities[type]);
        }
Esempio n. 4
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        public SaveSituation(Sheet _char, DcProducer cp, AbilityType abilityType, SaveContext context, SpellLibrary.Spell spell = null)
        {
            this.saveProducer = _char;
            this.dcProducer   = cp;
            this.abilityType  = abilityType;
            this.spell        = spell;
            this.context      = context;

            saveValue = new Gauge(abilityType.ToString().ToLower() + " save");
            DC        = new Gauge("DC");
        }
Esempio n. 5
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        /// <summary>
        /// Gets the first ability in the deck that matches the type
        /// </summary>
        /// <param name="type">The type of ability to search for</param>
        /// <returns></returns>
        public Ability GetAbilityByType(AbilityType type)
        {
            foreach (Ability ability in _abilities)
            {
                if (ability.abilityData.AbilityType == type)
                {
                    return(ability);
                }
            }

            Debug.LogError("Couldn't find ability of type " + type.ToString() + " in deck " + DeckName);

            return(null);
        }
Esempio n. 6
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        /// <summary>
        /// </summary>
        /// <param name="ability"></param>
        /// <param name="type"></param>
        /// <param name="abilityName"></param>
        /// <returns></returns>
        public static bool IsAbilityType(this Ability ability, AbilityType type, string abilityName = null)
        {
            var name = abilityName ?? ability.Name;
            var n    = name + "abilityType" + type.ToString();

            if (BoolDictionary.ContainsKey(n))
            {
                return(BoolDictionary[n]);
            }
            var value = ability.AbilityType == type;

            BoolDictionary.Add(n, value);
            return(value);
        }
Esempio n. 7
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        //skill type is optional
        public CheckSituation(Sheet _char, DcProducer cp, AbilityType abilityType, SkillType skillType = SkillType.NULL)          //add a check producer for second this.
        {
            this.checkProducer = _char;
            this.dcProducer    = cp;
            this.abilityType   = abilityType;
            this.skillType     = skillType;

            string name = abilityType.ToString().ToLower();

            if (skillType != SkillType.NULL)
            {
                name += " (" + skillType.ToString().ToLower() + ")";
            }

            checkValue = new Gauge(name + " check");
            DC         = new Gauge("DC");
        }
Esempio n. 8
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        public IPrice[] GetAbilityPrices(int countLevel, AbilityType type)
        {
            IEnumerable <IPrice> result = new List <IPrice>();
            var level = Static.AbilityLevels.Values.FirstOrDefault(x => x.Level == countLevel);

            if (level == null)
            {
                throw new Exception($"There is no data for the selected skill level. levelId = {countLevel}");
            }
            switch (type)
            {
            case AbilityType.BaseAttack:
                if (level.BaseAttackPrice != null)
                {
                    result = level.BaseAttackPrice.Values;
                }
                break;

            case AbilityType.UpgradeAttack:
                if (level.UpgradeAttackPrice != null)
                {
                    result = level.UpgradeAttackPrice.Values;
                }
                break;

            case AbilityType.Ultimate:
                if (level.UltAttackPrice != null)
                {
                    result = level.UltAttackPrice.Values;
                }
                break;

            default:
                throw new ArgumentOutOfRangeException(type.ToString());
            }
            return(result.ToArray());
        }
 public override string ToString()
 {
     return("Ship info: health -> " + health + " damage -> " + damage + " shield -> " + shield + " speed -> " + speed + " ability-> " + abilityType.ToString());
 }
Esempio n. 10
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 public override string ToString()
 {
     return(abilityType.ToString());
 }
Esempio n. 11
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 private static string GetTypeString(AbilityType type)
 {
     return(type.ToString());
 }
 public string PresentableAbilityNameFromType(AbilityType t)
 {
     return(t.ToString().ToLower());
 }
Esempio n. 13
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    /// <summary>
    /// Ability의 글자를 빼온다.
    /// </summary>
    /// <param name="type"></param>
    /// <returns></returns>
    public string GetAbilityLocName(AbilityType type)
    {
        uint id = 0;

        switch (type)
        {
        case AbilityType.HP:
            id = 18;
            break;    //체력

        case AbilityType.DAMAGE:
            id = 19;
            break;    //공격력

        case AbilityType.HIT_RATE:
            id = 20;
            break;    //명중률

        case AbilityType.DODGE_RATE:
            id = 21;
            break;    //회피율

        case AbilityType.CRITICAL_RATE:
            id = 22;
            break;    //치명타 확률

        case AbilityType.CRITICAL_RES:
            id = 23;
            break;    //치명타 저항

        case AbilityType.CRITICAL_DAMAGE:
            id = 24;
            break;    //치명타 피해

        case AbilityType.DRAIN_HP:
            id = 25;
            break;    //생명력 흡수

        case AbilityType.DEFENCE_IGNORE:
            id = 26;
            break;    //방어력 무시

        case AbilityType.DAMAGE_DECREASE:
            id = 27;
            break;    //데미지 감소

        case AbilityType.DAMAGE_DECREASE_RATE:
            id = 28;
            break;    //데미지 감소율

        case AbilityType.COOLTIME:
            id = 29;
            break;    //쿨타임

        case AbilityType.ATTACK_SPEED:
            id = 96;
            break;    //공격속도 증가

        case AbilityType.EXP_UP:
            id = 95;
            break;    //경험치 증가

        case AbilityType.ALLSTAT_RATE:
            id = 97;
            break;

        case AbilityType.ATTACK_RANGE:
            id = 919;
            break;

        case AbilityType.ATTACK_ANGLE:
            id = 920;
            break;

        case AbilityType.MOVE_SPEED:
            id = 921;
            break;

        case AbilityType.DETECTED_RANGE:
            id = 922;
            break;
        }

        string name = _LowDataMgr.instance.GetStringCommon(id);

        if (string.IsNullOrEmpty(name))
        {
            name = type.ToString();
        }

        return(name);
    }