public override string ToString() { string result = ""; if (metalMod != 0) { result += string.Format("Metallic Ability Cost {0}{1}\n", metalMod > 0 ? "+" : "-", metalMod); } if (allyEffects.Count > 0) { result += "Allies:\n"; } foreach (string s in allyEffects) { result += EffectLibrary.GetEffect(s).ToString() + "\n"; } if (enemyEffects.Count > 0) { result += "Enemies:\n"; } foreach (string s in enemyEffects) { result += EffectLibrary.GetEffect(s).ToString() + "\n"; } return(result); }
public async Task <ActionResult <EffectLibrary> > Post(EffectLibraryViewModel model) { var library = new EffectLibrary { Description = model.Description, Name = model.Name }; var links = new List <EffectLibrarySnippet>(); foreach (var item in model.Snippets) { links.Add(new EffectLibrarySnippet { SnippetId = item, EffectLibrary = library }); } await dataContext.EffectLibraries.AddAsync(library); await dataContext.EffectLibrariesSnippets.AddRangeAsync(links); await dataContext.SaveChangesAsync(); return(CreatedAtAction(nameof(Get), new { id = library.Id }, library)); }
public void Init(Character c) { characterName = c.characterName; abilities = new List <Ability>(c.abilities); movement = c.movement; equippedItems = new List <EquipableItem>(c.equippedItems); traits = new List <Traits>(); foreach (string s in c.ctraits) { traits.Add(EffectLibrary.GetTraits(s)); } characterClass = c.characterClass; currentWeapon = c.currentWeapon; weapons = new List <Weapon>(c.weapons); health = c.health; defense = c.defense; will = c.will; crit = c.crit; acc = c.acc; dmg = c.dmg; speed = c.speed; dodge = c.dodge; bleedResist = c.bleedResist; stunResist = c.stunResist; moveResist = c.moveResist; debuffResist = c.moveResist; virtue = c.virtue; ai = c.ai; }
private static void AddDefaultGLShaders() { EffectLibrary.Add(new EffectFactory( name: "default", displayName: "Default (XNA)", createInstance: (screen) => new StandardEffect(screen) )); }
public void SetAffliction() { //may need to add modifiers to virtue, or make it a stat from will/stress resist; Affliction affliction = EffectLibrary.GenerateAffliction(character.virtue); modifiers.Affliction = affliction; unit.Panic(); }
public override void OnAffliction(Unit actor) { actor.stats.modifiers.AddEffect(EffectLibrary.GetEffect("Mark 3") as StatusEffect); Vector2Int defense = actor.stats.Defense(); int gain = defense.y - defense.x; actor.stats.GainArmor(gain); actor.CreatePopUpText(gain.ToString(), Color.blue); }
public override void Init() { base.Init(); traits = new List <TraitTarget>(); foreach (string s in targetTraits) { traits.Add(EffectLibrary.GetTraitTarget(s)); } }
public void CreateDefaultEffectInstance_Test() { EffectLibrary library = EffectLibrary.Default; IEffect effect = library.CreateEffectInstance("IncreaseAttack"); Assert.IsInstanceOfType(effect, typeof(IncreaseAttack)); Assert.AreEqual(new AmountEffectParameters().Amount, ((IncreaseAttack)effect).Parameters.Amount); }
public List <StatusEffect> GetEffects(Team team) { List <StatusEffect> result = new List <StatusEffect>(); foreach (string effect in team.isAlly ? allyEffects : enemyEffects) { result.Add(EffectLibrary.GetEffect(effect) as StatusEffect); } return(result); }
void Init() { if (effects == null) { effects = new List <Effect>(); foreach (string e in string_effects) { effects.Add(EffectLibrary.GetEffect(e)); } } }
public List <StatusEffect> GetStats() { if (stats != null) { return(stats); } stats = new List <StatusEffect>(); foreach (string s in itemStats) { stats.Add(EffectLibrary.GetEffect(s) as StatusEffect); } return(stats); }
public void Apply(int width, int height, int slider) { this.Picture = this.camera?.Capture(); Picture tmp = this.Picture.Apply( (EffectLibrary.MinRGB(), null, null, null), (EffectLibrary.Pixelize(new Drawing.Size(width, height)), null, null, null), (EffectLibrary.Sobel(), null, null, new[] { ConvolutionMatrix.SobelHorizontal, ConvolutionMatrix.SobelVertical }) ); //this.picture = tmp.Apply( // EffectLibrary.HalfBlend(slider / 32.0), null, null, null, picture //); this.Picture = new Picture(tmp.Data, tmp.Width, tmp.Height); }
public virtual void Init() { selfBuffs = new List <Effect>(); targetBuffs = new List <Effect>(); foreach (string e in selfEffects) { selfBuffs.Add(EffectLibrary.GetEffect(e)); } foreach (string e in targetEffects) { targetBuffs.Add(EffectLibrary.GetEffect(e)); } targetStress = hasStress(true); selfStress = hasStress(false); targetHeal = hasDefense(true); selfHeal = hasDefense(false); }
public void ApplySuprise() { int allySuprise = Random.Range(0, GameState.Instance.ally.supriseChance); int enemySuprise = Random.Range(0, GameState.Instance.enemy.supriseChance); const int supriseThreshold = 50; if (allySuprise >= enemySuprise && allySuprise > supriseThreshold) { foreach (Unit u in GameState.Instance.enemy.GetUnits()) { u.stats.ApplyDelayedEffect(EffectLibrary.GetEffect("Suprise") as StatusEffect); } } else if (enemySuprise > supriseThreshold) { foreach (Unit u in GameState.Instance.ally.GetUnits()) { u.stats.ApplyDelayedEffect(EffectLibrary.GetEffect("Suprise") as StatusEffect); } } }
public void TriggerTrap(GameState state) { if (isAlly) { foreach (Unit u in state.enemy.GetUnits()) { foreach (string e in trapEffects) { EffectLibrary.GetEffect(e).ApplyDelayedEffect(null, u); } } } else { foreach (Unit u in state.ally.GetUnits()) { foreach (string e in trapEffects) { EffectLibrary.GetEffect(e).ApplyDelayedEffect(null, u); } } } }
public void SetCharacter(Character character) { currentCharacter = character; characterName.text = character.characterName; characterPortrait.sprite = SpriteLibrary.GetPortrait(character.characterClass.className); className.text = character.characterClass.className; classDescription.text = character.characterClass.description; for (int i = 0; i < classAbilities.Length; ++i) { classAbilities[i].SetAbility(character.characterClass.classAbilities[i], false); } classTrait.SetTrait(EffectLibrary.GetTraits(character.characterClass.className)); for (int i = 0; i < weaponToggles.Length; ++i) { weaponToggles[i].SetWeaponText(character.weapons[i]); } SelectWeapon(character.weapons[0]); weaponDescription.text = character.weapons[0].description; UpdateLayout(); //UpdateLayout(); }
public AssetParseContext(Game game) { GraphicsDevice = game.GraphicsDevice; EffectLibrary = game.ContentManager.EffectLibrary; }
// Use this for initialization void Start() { Instance = this; }