//if (GameSetup.IsMpClient) //{ // using (System.IO.MemoryStream answerStream = new System.IO.MemoryStream()) // { // using (System.IO.BinaryWriter w = new System.IO.BinaryWriter(answerStream)) // { // w.Write(6); // w.Write(Packed); // w.Close(); // } // ChampionsOfForest.Network.NetworkManager.SendLine(answerStream.ToArray(), ChampionsOfForest.Network.NetworkManager.Target.OnlyServer); // answerStream.Close(); // } //} //} //public static ClientEnemyProgression Update(BoltEntity entity, float hp, int ar, int arred) //{ // if (EnemyManager.clinetProgressions.ContainsKey(entity)) // { // var cp = EnemyManager.clinetProgressions[entity]; // cp.dynCEP = new DynamicClientEnemyProgression(hp,ar,arred) // return cp; // } // return null; //} public void Update(BoltEntity entity, string enemyName, int level, float health, float damage, float maxHealth, long expBounty, int armor, int armorReduction, float Steadfast, int[] affixes) { Entity = entity; EnemyName = enemyName; if (entity != null) { Packed = entity.networkId.PackedValue; } Level = level; dynCEP = new DynamicClientEnemyProgression(health, armor, armorReduction, damage); MaxHealth = maxHealth; ExpBounty = expBounty; this.Steadfast = Steadfast; Affixes = affixes; creationTime = Time.time; dynamicCreationTime = Time.time; }
/// <summary> /// host/singleplayer constructor /// </summary> /// <param name="tr"></param> public ClientEnemyProgression(Transform tr) { creationTime = Time.time; EnemyProgression p = tr.GetComponent <EnemyProgression>(); if (p == null) { p = tr.GetComponentInChildren <EnemyProgression>(); } if (p != null) { EnemyName = p.enemyName; dynCEP = new DynamicClientEnemyProgression(p.extraHealth + p.HealthScript.Health, p.armor, p.armorReduction, p.DamageTotal); Level = p.level; MaxHealth = p.maxHealth; ExpBounty = p.bounty; Steadfast = p.Steadfast; Affixes = new int[p.abilities.Count]; for (int i = 0; i < p.abilities.Count; i++) { Affixes[i] = (int)p.abilities[i]; } } }
public void UpdateDynamic(float hp, int ar, int arred, float damage) { dynCEP = new DynamicClientEnemyProgression(hp, ar, arred, damage); dynamicCreationTime = Time.time; }