public Bag(CrossGate p) { CG = p; for (int i = 0; i <= 19; i++) { item[i] = new item(CG, i); } }
public ItemList(CrossGate cg) : base(cg) { _items = new List <Item>(); for (var i = 0; i < 40; i++) { _items.Add(new Item(Memo, i)); } }
public static Script GetNewTownInstance(CrossGate cg) { //57137 新村外,57138新村,57139新村医院 var destinationCondition = new MoveCondition(351, 199, 57137, 352, 199); var g1 = new MoveCondition(57137, 351, 199); // g1.Description = "新城外任何一点满足,走到目的地351,199"; var g2 = new MoveCondition(57138, 53, 49); //g2.Description = "新村内任意位置走到53,49,中间折返点"; var g3 = new MoveCondition(53, 49, 57138, 51, 38); //g3.Description = "从折返点出村"; var g4 = new MoveCondition(57139, 8, 14); //g4.Description = "医院里任意位置出医院"; var nurseCondition = new MoveCondition(17, 12, 57139, 17, 10); //nurseCondition.Description = "补血补蓝"; var b0 = new MoveCondition(57137, 351, 202); //b0.Description = "新村外任意位置回村"; var b1 = new MoveCondition(351, 202, 57137, 351, 203); //b0.Description = "进村"; var b2 = new MoveCondition(57138, 53, 49); //b2.Description = "新村内任意位置走到53,49,中间折返点"; var b3 = new MoveCondition(53, 49, 57138, 58, 53); //b3.Description = "折返点进医院"; var b4 = new MoveCondition(57139, 17, 12); //b4.Description = "医院里任意位置走到资深护士"; var b5 = new MoveCondition(57150, 7, 17); var script = new Script(cg) { DestinationCondition = destinationCondition }; script.GoConditions.Add(destinationCondition); script.GoConditions.Add(g1); script.GoConditions.Add(g2); script.GoConditions.Add(g3); script.GoConditions.Add(g4); script.NurseCondition = nurseCondition; script.BackConditions.Add(nurseCondition); script.BackConditions.Add(b1); script.BackConditions.Add(b2); script.BackConditions.Add(b3); script.BackConditions.Add(b4); script.BackConditions.Add(b0); script.BackConditions.Add(b5); return(script); }
public Role(CrossGate p) { CG = p; }
public Pet(CrossGate p,int position) { CG = p;N = position; }
public item(CrossGate p, int i) { CG = p; position = i; }
public PetCatch(CrossGate cg) : base(cg) { }
public Calls(CrossGate p) { CG = p; }
private Script(CrossGate cg) : base(cg) { }
public AutoCombat(CrossGate cg) : base(cg) { }
public AutoCure(CrossGate cg) : base(cg) { }
public FuntionThread(CrossGate p) { CG = p; t = new Thread(new ThreadStart(ThreadFuntion)); t.Start(); }
public Producer(CrossGate cg) : base(cg) { }
public AutoChange(CrossGate cg) : base(cg) { }
//S_K 3 1 9 123123 0 S_K 3 0 a 123123 0 名片第几个 第几个宠物 第几个物品 public Poster(CrossGate cg) : base(cg) { }
public AutoWalk(CrossGate cg) : base(cg) { }
public SpeedFight(CrossGate p) { CG = p; }
public Scripts(CrossGate v) { CG = v; }
public void AddGate(GateType _type, CellCoordinates _coordinates, ObjectOrientation _orientation, GameObject _selfGameObject, int _value = 0, bool _isSwap = false) { //Check if an object is already there GridObject gridObject = gridManager.GetCell(_coordinates); if (gridObject != null) { ClearCell(_coordinates, _isSwap); gridObject = null; } switch (_type) { case GateType.Add: { gridObject = new AddGate(_coordinates, _orientation); break; } case GateType.Subtract: { gridObject = new SubtractGate(_coordinates, _orientation); break; } case GateType.Multiply: { gridObject = new MultiplyGate(_coordinates, _orientation); break; } case GateType.Divide: { gridObject = new DivideGate(_coordinates, _orientation); break; } case GateType.IncrementDecrement: { gridObject = new IncrementDecrementGate(_coordinates, _orientation, _value); break; } case GateType.Cross: { gridObject = new CrossGate(_coordinates, _orientation); break; } case GateType.Replicate: { gridObject = new ReplicateGate(_coordinates, _orientation); break; } } gridManager.InsertObject(gridObject); placedGridObjects.Add(gridObject, _selfGameObject); //Create Visual Wire Gate gate = (Gate)gridObject; uint index = 0; foreach (CellCoordinates inputCoords in gate.Inputs) { GridObject inputGridObject = gridManager.GetCell(inputCoords); if (inputGridObject != null) { if (inputGridObject.ObjectType != GridObjectType.Wire) { if (IsConnected(false, inputCoords, gridObject)) { wireVisualManager.CreateWireAndLink(inputCoords, gate.GetCoordinateForInput(index)); } } } index++; } index = 0; foreach (CellCoordinates outputCoords in gate.Outputs) { GridObject outputGridObject = gridManager.GetCell(outputCoords); if (outputGridObject != null) { if (outputGridObject.ObjectType != GridObjectType.Wire) { if (IsConnected(true, outputCoords, gridObject)) { wireVisualManager.CreateWireAndLink(_coordinates, outputCoords); } } } index++; } UpdateGiblets(_coordinates, true); }
public Movement(CrossGate p) { CG = p; }
public MoveScript(CrossGate cg) : base(cg) { }
public AutoFight(CrossGate p) { CG = p; }
public Pet(CrossGate p, int position) { CG = p; N = position; }
public AutoFood(CrossGate cg) : base(cg) { }
public AutoNurse(CrossGate cg) : base(cg) { }
public bool IsGridObjectValid(Vector2 _position, VisualGate _gate, bool _convertToCanvas) { GridObject gridObject = null; Vector2Int oGrid = Vector2Int.zero; if (GetGridCoordinates(_position, ref oGrid, _convertToCanvas)) { CellCoordinates cell = new CellCoordinates((uint)oGrid.x, (uint)oGrid.y); switch (_gate.gateType) { case GateType.Add: { gridObject = new AddGate(cell, _gate.objectOrientation); break; } case GateType.Subtract: { gridObject = new SubtractGate(cell, _gate.objectOrientation); break; } case GateType.Multiply: { gridObject = new MultiplyGate(cell, _gate.objectOrientation); break; } case GateType.Divide: { gridObject = new DivideGate(cell, _gate.objectOrientation); break; } case GateType.IncrementDecrement: { gridObject = new IncrementDecrementGate(cell, _gate.objectOrientation); break; } case GateType.Cross: { gridObject = new CrossGate(cell, _gate.objectOrientation); break; } case GateType.Replicate: { gridObject = new ReplicateGate(cell, _gate.objectOrientation); break; } } foreach (CellCoordinates coordinates in gridObject.Coordinates) { if (coordinates.X < 1 || coordinates.Y < 1 || coordinates.X > gridWidth || coordinates.Y > gridHeight) { return(false); } } return(true); } return(false); }
public SpeedUp(CrossGate p) { CG = p; t = new Thread(new ThreadStart(ThreadChangeSpeed)); t.Start(); }
public Combat(CrossGate cg) : base(cg) { Units = new UnitList(cg.Memo); }