public CWeapon CreateNewObject(string name, EEquipmentTier tier) { var weapon = this._weaponBuilder.Build(name + "_" + tier.ToString()); weapon.Model.Data.Name = name; return(weapon); }
public CHelm CreateNewObject(string name, EEquipmentTier tier) { var helm = this._helmBuilder.Build(name + "_" + tier.ToString()); helm.Model.Data.Name = name; return(helm); }
public CArmor CreateNewObject(string name, EEquipmentTier tier) { var armor = this._armorBuilder.Build(name + "_" + tier.ToString()); armor.Model.Data.Name = name; return(armor); }
private void HandleStatsFromFile(string name, EArmorStat x, double v, EEquipmentTier tier) { var stats = ArmorParamTable.Instance; var key = name + "_" + tier.ToString(); switch (x) { case (EArmorStat.AP_Mod): { stats.Table[key].APMod = v; } break; case (EArmorStat.Block_Mod): { stats.Table[key].BlockMod = v; } break; case (EArmorStat.Flat_Damage_Ignore): { stats.Table[key].DamageIgnore = v; } break; case (EArmorStat.Damage_Mod): { stats.Table[key].DamageMod = v; } break; case (EArmorStat.Dodge_Mod): { stats.Table[key].DodgeMod = v; } break; case (EArmorStat.Durability): { stats.Table[key].Durability = (int)v; } break; case (EArmorStat.Fatigue_Mod): { stats.Table[key].FatigueCost = v; } break; case (EArmorStat.Initative_Mod): { stats.Table[key].InitativeMod = v; } break; case (EArmorStat.Parry_Mod): { stats.Table[key].ParryMod = v; } break; case (EArmorStat.Stamina_Mod): { stats.Table[key].StaminaMod = v; } break; case (EArmorStat.Value): { stats.Table[key].Value = v; } break; } }
private void HandleSpriteFXPath(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var stats = WeaponParamTable.Instance; stats.Table[key].SpriteFXPath = value; }
private void HandleEmbed(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); if (value.ToLowerInvariant().Equals("true")) { var stats = WeaponParamTable.Instance; stats.Table[key].Embed = true; } }
private void HandleInjuries(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var injury = EInjury.None; if (EnumUtil <EInjury> .TryGetEnumValue(value, ref injury)) { WeaponParamTable.Instance.Table[key].Injuries.Add(injury); } }
private void HandleWeaponUseFromFile(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var x = EWeaponUse.None; var stats = WeaponParamTable.Instance; if (EnumUtil <EWeaponUse> .TryGetEnumValue(value, ref x)) { stats.Table[key].Use = x; } }
protected virtual void HandleSpritesFromFile(string name, string s, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var indexTable = EquipmentSpritesTable.Instance; var indexes = s.Split(','); indexTable.Table.Add(key, new List <int>()); for (int i = 0; i < indexes.Length; i++) { indexTable.Table[key].Add(int.Parse(indexes[i])); } }
private void HandleArmorTypeFromFile(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var x = EArmorType.None; var stats = ArmorParamTable.Instance; if (EnumUtil <EArmorType> .TryGetEnumValue(value, ref x)) { stats.Table[key].Type = x; } }
private void HandleCustomFatality(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var x = EFatality.None; var stats = WeaponParamTable.Instance; if (EnumUtil <EFatality> .TryGetEnumValue(value, ref x)) { stats.Table[key].CustomFatality = x; } }
private void HandleWeaponAbilitiesFromFile(string name, string value, EEquipmentTier tier) { var key = name + "_" + tier.ToString(); var ability = EAbility.None; var stats = WeaponParamTable.Instance; if (EnumUtil <EAbility> .TryGetEnumValue(value, ref ability)) { stats.Table[key].Abilities.Add(ability); } }
protected override void HandleTierFromFile(string name, string value, ref EEquipmentTier tier) { var x = EEquipmentTier.None; var stats = ArmorParamTable.Instance; if (EnumUtil <EEquipmentTier> .TryGetEnumValue(value, ref x)) { tier = x; var key = name + "_" + tier.ToString(); stats.Table.Add(key, new ArmorParams()); stats.Table[key].Tier = x; stats.Table[key].Name = name; } }
private void HandleEffects(XElement el, string name, EEquipmentTier tier) { var stats = WeaponParamTable.Instance; var key = name + "_" + tier.ToString(); foreach (var att in el.Attributes()) { var type = EEffect.None; if (EnumUtil <EEffect> .TryGetEnumValue(att.Value, ref type)) { var effect = EffectBuilder.Instance.BuildEffect(el, type); if (effect != null) { stats.Table[key].Effects.Add(effect); } } } }
private void HandleStatsFromFile(string name, EWeaponStat x, double v, EEquipmentTier tier) { var stats = WeaponParamTable.Instance; var key = name + "_" + tier.ToString(); switch (x) { case (EWeaponStat.Accuracy_Mod): { stats.Table[key].AccuracyMod = v; } break; case (EWeaponStat.Armor_Ignore): { stats.Table[key].ArmorIgnore = v; } break; case (EWeaponStat.Armor_Pierce): { stats.Table[key].ArmorPierce = v; } break; case (EWeaponStat.AP_Mod): { stats.Table[key].APMod = v; } break; case (EWeaponStat.Block_Ignore): { stats.Table[key].BlockIgnore = v; } break; case (EWeaponStat.Damage): { stats.Table[key].Damage = (int)v; } break; case (EWeaponStat.Dodge_Mod): { stats.Table[key].Dodge_Mod = v; } break; case (EWeaponStat.Fatigue_Mod): { stats.Table[key].FatigueMod = v; } break; case (EWeaponStat.Max_Durability): { stats.Table[key].MaxDurability = (int)v; } break; case (EWeaponStat.Initiative_Mod): { stats.Table[key].InitiativeMod = v; } break; case (EWeaponStat.Melee_Block_Chance): { stats.Table[key].MeleeBlockChance = v; } break; case (EWeaponStat.Parry_Mod): { stats.Table[key].ParryMod = v; } break; case (EWeaponStat.Range_Mod): { stats.Table[key].RangeMod = (int)v; } break; case (EWeaponStat.Ranged_Block_Chance): { stats.Table[key].RangeBlockChance = v; } break; case (EWeaponStat.Shield_Damage_Percent): { stats.Table[key].ShieldDamagePercent = v; } break; case (EWeaponStat.Stamina_Mod): { stats.Table[key].StaminaMod = v; } break; case (EWeaponStat.Value): { stats.Table[key].Value = v; } break; } }
protected virtual void HandleTypeFromFile(string name, string value, EEquipmentTier tier) { }
protected void HandleIndex(string name, string skill, XElement elem, string value, ref EEquipmentTier tier) { double v = 0; double.TryParse(value, out v); switch (elem.Name.ToString()) { case ("Tier"): { HandleTierFromFile(name, value, ref tier); } break; case ("Accuracy_Mod"): { HandleStatsFromFile(name, EWeaponStat.Accuracy_Mod, v, tier); } break; case ("AP_Mod"): { HandleStatsFromFile(name, EWeaponStat.AP_Mod, v, tier); } break; case ("Armor_Ignore"): { HandleStatsFromFile(name, EWeaponStat.Armor_Ignore, v, tier); } break; case ("Armor_Pierce"): { HandleStatsFromFile(name, EWeaponStat.Armor_Pierce, v, tier); } break; case ("Block_Ignore"): { HandleStatsFromFile(name, EWeaponStat.Block_Ignore, v, tier); } break; case ("Custom_Bullet"): { this.HandleCustomBullet(name, value, tier); } break; case ("Custom_Fatality"): { this.HandleCustomFatality(name, value, tier); } break; case ("Damage"): { HandleStatsFromFile(name, EWeaponStat.Damage, v, tier); } break; case ("Description"): { } break; case ("Dodge_Mod"): { HandleStatsFromFile(name, EWeaponStat.Dodge_Mod, v, tier); } break; case ("EEffect"): { this.HandleEffects(elem, name, tier); } break; case ("Embed"): { this.HandleEmbed(name, value, tier); } break; case ("Fatigue_Mod"): { this.HandleStatsFromFile(name, EWeaponStat.Fatigue_Mod, v, tier); } break; case ("Initiative_Mod"): { HandleStatsFromFile(name, EWeaponStat.Initiative_Mod, v, tier); } break; case ("Injury"): { this.HandleInjuries(name, value, tier); } break; case ("Max_Durability"): { HandleStatsFromFile(name, EWeaponStat.Max_Durability, v, tier); } break; case ("Melee_Block_Chance"): { HandleStatsFromFile(name, EWeaponStat.Melee_Block_Chance, v, tier); } break; case ("Parry_Mod"): { HandleStatsFromFile(name, EWeaponStat.Parry_Mod, v, tier); } break; case ("Range_Mod"): { HandleStatsFromFile(name, EWeaponStat.Range_Mod, v, tier); } break; case ("Ranged_Block_Chance"): { HandleStatsFromFile(name, EWeaponStat.Ranged_Block_Chance, v, tier); } break; case ("Sprites"): { HandleSpritesFromFile(name, value, tier); } break; case ("Sprite_FX_Path"): { this.HandleSpriteFXPath(name, value, tier); } break; case ("Shield_Damage_Percent"): { HandleStatsFromFile(name, EWeaponStat.Shield_Damage_Percent, v, tier); } break; case ("Stamina_Mod"): { HandleStatsFromFile(name, EWeaponStat.Stamina_Mod, v, tier); } break; case ("Value"): { HandleStatsFromFile(name, EWeaponStat.Value, v, tier); } break; case ("EAbility"): { HandleWeaponAbilitiesFromFile(name, value, tier); } break; case ("EWeaponType"): { HandleWeaponTypeFromFile(name, value, tier); } break; case ("EWeaponUse"): { HandleWeaponUseFromFile(name, value, tier); } break; } }
protected override void HandleIndex(string name, string type, string param, string value, ref EEquipmentTier tier) { double v = 0; double.TryParse(value, out v); switch (param) { case ("Tier"): { HandleTierFromFile(name, value, ref tier); } break; case ("AP_Mod"): { HandleStatsFromFile(name, EArmorStat.AP_Mod, v, tier); } break; case ("Block_Mod"): { HandleStatsFromFile(name, EArmorStat.Block_Mod, v, tier); } break; case ("Flat_Damage_Ignore"): { HandleStatsFromFile(name, EArmorStat.Flat_Damage_Ignore, v, tier); } break; case ("Damage_Reduction"): { HandleStatsFromFile(name, EArmorStat.Damage_Mod, v, tier); } break; case ("Description"): { } break; case ("Dodge_Mod"): { HandleStatsFromFile(name, EArmorStat.Dodge_Mod, v, tier); } break; case ("Durability"): { HandleStatsFromFile(name, EArmorStat.Durability, v, tier); } break; case ("Fatigue_Mod"): { HandleStatsFromFile(name, EArmorStat.Fatigue_Mod, v, tier); } break; case ("Initiative_Mod"): { HandleStatsFromFile(name, EArmorStat.Initative_Mod, v, tier); } break; case ("Parry_Mod"): { HandleStatsFromFile(name, EArmorStat.Parry_Mod, v, tier); } break; case ("Sprites"): { HandleSpritesFromFile(name, value, tier); } break; case ("Stamina_Mod"): { HandleStatsFromFile(name, EArmorStat.Stamina_Mod, v, tier); } break; case ("Value"): { HandleStatsFromFile(name, EArmorStat.Value, v, tier); } break; } }
protected virtual void HandleIndex(string name, string skill, string param, string value, ref EEquipmentTier tier) { }