Esempio n. 1
0
        public Scene(string[] map, int blockSize, Game game)
        {
            Game = game;
            var blocks = new List <Block>();

            for (var i = 0; i < map.Length; i++)
            {
                for (var j = 0; j < map[i].Length; j++)
                {
                    switch (map[i][j])
                    {
                    case '#':
                        blocks.Add(new Block(j * blockSize, i * blockSize, blockSize, blockSize));
                        break;

                    case 'T':
                        Actives.Add(new Turret(j * blockSize, i * blockSize, game));
                        break;

                    case 'M':
                        Actives.Add(new Tank(
                                        j * blockSize,
                                        i * blockSize,
                                        map[i][j + 1] == 'L' ? Direction.Left : Direction.Right,
                                        game));
                        j++;
                        break;
                    }
                }
            }
            LandScape = new Ground(map, blockSize);
        }
Esempio n. 2
0
 protected void InitSkillTree()
 {
     if (PlayerData.Class == CLASS.Warrior)
     {
         GameObject SkillTreeOJ;
         SkillTreeOJ      = Resources.Load("SkillPrefabs/WarriorSkillTree") as GameObject;
         CachedTreeSkills = SkillTreeOJ.GetComponent <SkillTreeController>().SkillTree;
     }
     else if (PlayerData.Class == CLASS.Mage)
     {
     }
     else if (PlayerData.Class == CLASS.Rogue)
     {
     }
     for (int i = 0; i < Patch.SkillTreeSize; i++)
     {
         CachedTreeSkills[i].GenerateDescription();
         if (CachedTreeSkills[i] != null && PlayerData.SkillTreelvls[i] != 0)  //Does lvl+skill check here
         {
             Skill s = CachedTreeSkills[i].Instantiate();
             s.InitSkill(GetComponent <ObjectController>(), PlayerData.SkillTreelvls[i]);
             if (s.GetType().IsSubclassOf(typeof(PassiveSkill)))
             {
                 Passives.Add((PassiveSkill)s);
             }
             else
             {
                 Actives.Add((ActiveSkill)s);
             }
         }
     }
 }
        /// <summary>
        /// Handles the Checked event of the SearchEngineMenuItem control.
        /// </summary>
        /// <param name="sender">The source of the event.</param>
        /// <param name="e">The <see cref="System.Windows.RoutedEventArgs"/> instance containing the event data.</param>
        private void SearchEngineMenuItemChecked(object sender, RoutedEventArgs e)
        {
            if (!Actives.Contains((sender as MenuItem).Tag as string))
            {
                Actives.Add((sender as MenuItem).Tag as string);

                Settings.Set("Active Subtitle Sites", Actives);
            }
        }
Esempio n. 4
0
        public void Update()
        {
            foreach (var active in Actives)
            {
                active.Update();
            }

            foreach (var active in ToAdd)
            {
                active.Update();
                Actives.Add(active);
            }

            ToAdd = new List <IActive>();
        }
Esempio n. 5
0
 protected void UpdateSkillTreeState()
 {
     for (int i = 0; i < Patch.SkillTreeSize; i++)
     {
         if (CachedTreeSkills[i].GetType().IsSubclassOf(typeof(ActiveSkill)))
         {
             ActiveSkill active = GetActive(CachedTreeSkills[i].GetType());
             if (active && PlayerData.SkillTreelvls[i] != 0)
             {
                 active.InitSkill(GetComponent <ObjectController>(), PlayerData.SkillTreelvls[i]);
             }
             else if (active && PlayerData.SkillTreelvls[i] == 0)
             {
                 Actives.Remove(active);
                 active.Delete();
             }
             else if (active == null && PlayerData.SkillTreelvls[i] != 0)
             {
                 Skill s = CachedTreeSkills[i].Instantiate();
                 s.InitSkill(GetComponent <ObjectController>(), PlayerData.SkillTreelvls[i]);
                 Actives.Add((ActiveSkill)s);
             }
         }
         else
         {
             PassiveSkill passive = GetPassive(CachedTreeSkills[i].GetType());
             if (passive && PlayerData.SkillTreelvls[i] != 0)
             {
                 passive.InitSkill(GetComponent <ObjectController>(), PlayerData.SkillTreelvls[i]);
             }
             else if (passive && PlayerData.SkillTreelvls[i] == 0)
             {
                 Passives.Remove(passive);
                 passive.Delete();
             }
             else if (passive == null && PlayerData.SkillTreelvls[i] != 0)
             {
                 Skill s = CachedTreeSkills[i].Instantiate();
                 s.InitSkill(GetComponent <ObjectController>(), PlayerData.SkillTreelvls[i]);
                 Passives.Add((PassiveSkill)s);
             }
         }
     }
 }