Esempio n. 1
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    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);
    }
Esempio n. 2
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        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;
    }
Esempio n. 4
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 private static void AddDefaultGLShaders()
 {
     EffectLibrary.Add(new EffectFactory(
                           name: "default",
                           displayName: "Default (XNA)",
                           createInstance: (screen) => new StandardEffect(screen)
                           ));
 }
Esempio n. 5
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    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();
    }
Esempio n. 6
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    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);
    }
Esempio n. 7
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 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);
        }
Esempio n. 9
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    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);
    }
Esempio n. 10
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 void Init()
 {
     if (effects == null)
     {
         effects = new List <Effect>();
         foreach (string e in string_effects)
         {
             effects.Add(EffectLibrary.GetEffect(e));
         }
     }
 }
Esempio n. 11
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 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);
 }
Esempio n. 12
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        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);
        }
Esempio n. 13
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 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);
 }
Esempio n. 14
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    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);
            }
        }
    }
Esempio n. 15
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 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();
    }
Esempio n. 17
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 public AssetParseContext(Game game)
 {
     GraphicsDevice = game.GraphicsDevice;
     EffectLibrary  = game.ContentManager.EffectLibrary;
 }
Esempio n. 18
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 // Use this for initialization
 void Start()
 {
     Instance = this;
 }