static void Main(string[] args) { Appearance forArch = new Appearance(64, "Ирокез", "Ельф"); Appearance forHealer = new Appearance(32, "Рыжий", "Человек"); Appearance forUnit = new Appearance(60, "Темные короткие", "Люди"); Archer ar = new Archer(Bow.Bone3000); Archer ar1 = new Archer(ar, Bow.Bone3000); Cavalier cv = new Cavalier(Sword.StickFromTheYard); Unit un = new Unit(150, 200, 300, 400, "Пивовар", forUnit); Healer hl = new Healer(HealingDevice.MumScream); un.ShowInfo(); ar.ShowInfo(); ar1.ShowInfo(); ar1.Attack(ar); ar1.ShowInfo(); ar.ShowInfo(); hl.HealUnit(ar); ar.ShowInfo(); cv.Attack(ar); cv.ShowInfo(); ar.ShowInfo(); cv.ShowAppearance(); un.ShowAppearance(); }
// Use this for initialization void Start() { for (int i = 0; i < count; i++) { Warrior.LevelUp(); Cavalier.LevelUp(); } }
public static void NewClass() { Cavalier.Clear(); Cavalier.level = 0; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.level = 0; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.name = "Cavalier"; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.movement = 6; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.classWeapons.classWeapon1.type = "Spears"; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.classWeapons.classWeapon1.rank = 3; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.classWeapons.classWeapon2.type = "Axes"; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.classWeapons.classWeapon2.rank = 2; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.caps = Cavalier.Caplist(); LevelUpClass(); }
public Plateau() { echiquier = new Piece[8, 8]; pN1 = new Pion(false); pN2 = new Pion(false); pN3 = new Pion(false); pN4 = new Pion(false); pN5 = new Pion(false); pN6 = new Pion(false); pN7 = new Pion(false); pN8 = new Pion(false); pB1 = new Pion(true); pB2 = new Pion(true); pB3 = new Pion(true); pB4 = new Pion(true); pB5 = new Pion(true); pB6 = new Pion(true); pB7 = new Pion(true); pB8 = new Pion(true); cavN1 = new Cavalier(false); cavN2 = new Cavalier(false); cavB1 = new Cavalier(true); cavB2 = new Cavalier(true); fouN1 = new Fou(false); fouN2 = new Fou(false); fouB1 = new Fou(true); fouB2 = new Fou(true); tourN1 = new Tour(false); tourN2 = new Tour(false); tourB1 = new Tour(true); tourB2 = new Tour(true); reineN = new Reine(false); reineB = new Reine(true); roiN = new Roi(false); roiB = new Roi(true); roiB.Couleur = true; initierPlateau(echiquier); }
static void Main(string[] args) { #region // Se tiene un local que vende autos, y con el tiempo va agregando nuevos modelos, // y a la vez se agrega nuevas caracteristicas a los autos #endregion Singletone.Instancia.Producto = new Auto("Chevrolet Cavalier"); Console.WriteLine(Singletone.Instancia.Producto.Detalle); Cavalier simple = new Cavalier(); Llanta cavalierMasUnaLlanta = new Llanta(simple); Luces cavalierMasLuz = new Luces(cavalierMasUnaLlanta); Console.WriteLine(cavalierMasLuz.getDescripcion()); Console.ReadKey(); }
public static void LevelUpClass() { Cavalier.LevelUp(); CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.level = CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.level + 1; CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.modifiers = Cavalier.ModList(); foreach (string id in CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.subbed) { Unit me = new Unit(); foreach (Unit u in CurrentGame.game.storeroom.units) { if (id == u.unitID) { u.unitClass.main.human.cavalier.modifiers = CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.modifiers; u.unitClass.main.human.cavalier.level = CurrentGame.game.memoryGeneral.humanClassProgress.cavalier.level; } } } }
public void SetUpOpponent(string piece, int number) { Piece p = null; Sprite sp = null; switch (piece) { case "Pion": { p = new Pion(); if (manager.playerColor == Tile.Colors.Blanc) { sp = PionNoir; } else { sp = PionBlanc; } break; } case "Tour": { p = new Tour(); if (manager.playerColor == Tile.Colors.Blanc) { sp = TourNoir; } else { sp = TourBlanc; } break; } case "Cavalier": { p = new Cavalier(); if (manager.playerColor == Tile.Colors.Blanc) { sp = CavalierNoir; } else { sp = CavalierBlanc; } break; } case "Fou": { p = new Fou(); if (manager.playerColor == Tile.Colors.Blanc) { sp = FouNoir; } else { sp = FouBlanc; } break; } case "Dame": { p = new Dame(); if (manager.playerColor == Tile.Colors.Blanc) { sp = DameNoir; } else { sp = DameBlanc; } break; } } switch (number) { case 1: { OppP1 = p; OppP1Sprite.sprite = sp; break; } case 2: { OppP2 = p; OppP2Sprite.sprite = sp; break; } case 3: { OppP3 = p; OppP3Sprite.sprite = sp; break; } } }
public Echiquier(int[] tabVal) { tab = new Piece[8, 8]; for (int i = 0; i < tabVal.Length; i++) { int y = i >> 3; //optimisation int x = (i & (8 - 1)); //match all white pawns switch (tabVal[i]) { case PP: case P: tab[x, y] = new Pion(false, x, y, this); mine.Add(tab[x, y]); break; case TG: case TD: tab[x, y] = new Tour(false, x, y, this); mine.Add(tab[x, y]); break; case CG: case CD: tab[x, y] = new Cavalier(false, x, y, this); mine.Add(tab[x, y]); break; case F: tab[x, y] = new Fou(false, x, y, this); mine.Add(tab[x, y]); break; case D: tab[x, y] = new Dame(false, x, y, this); mine.Add(tab[x, y]); break; case R: tab[x, y] = new Roi(false, x, y, this); mine.Add(tab[x, y]); break; case -PP: case -P: tab[x, y] = new PionNoir(true, x, y, this); yours.Add(tab[x, y]); break; case -TG: case -TD: tab[x, y] = new Tour(true, x, y, this); yours.Add(tab[x, y]); break; case -CG: case -CD: tab[x, y] = new Cavalier(true, x, y, this); yours.Add(tab[x, y]); break; case -F: tab[x, y] = new Fou(true, x, y, this); yours.Add(tab[x, y]); break; case -D: tab[x, y] = new Dame(true, x, y, this); yours.Add(tab[x, y]); break; case -R: tab[x, y] = new Roi(true, x, y, this); yours.Add(tab[x, y]); break; default: tab[x, y] = new Piece(0, true, x, y, this); break; } } }