void TryAddWeapon(Firearm item, bool select = false) { if (!item) { return; } var firearm = FindWeapon(item.id); if (firearm) { firearm.Merge(item); Destroy(item.gameObject); } else { AddNewWeapon(item); if (select) { SelectWeapon(NumberOfWeapons() - 1); } item.transform.parent = firearmsHolder.transform; item.transform.localPosition = Vector2.zero; item.transform.localRotation = Quaternion.identity; } }
public void DoTheThing(Firearm firearm, StatSum stats) { if (!is_active) { return; } if (am_hidden) { return; } //Laser if (my_hitme == null) { Debug.Log("No hitme\n"); return; } if (stats == null) { Debug.Log("No stats\n"); } if (firearm == null) { Debug.Log("No firearm\n"); } if (firearm.current_arrow_name == null) { Debug.Log("No current arrow now\n"); } try { my_hitme.HurtMe(stats, firearm, EffectTypeOverride(firearm.current_arrow_name.type)); }catch (NullReferenceException e) { Debug.LogError($"Something is null: stats {stats == null} firearm {firearm == null} my_hitme {my_hitme == null} firearm.current_arrow_name {firearm?.current_arrow_name == null}"); } }
//============================================================================* // Validate() //============================================================================* public bool Validate() { bool fOK = true; while (true) { bool fDeleted = false; foreach (cFirearm Firearm in this) { if (!Firearm.Validate()) { fOK = false; Remove(Firearm); fDeleted = true; break; } } if (!fDeleted) { break; } } return(fOK); }
public float DOTMe(float[] stats, Firearm firearm, int level) { Regenerator health_over_time = addModifier <Regenerator>(); float xp = health_over_time.Init(this, stats, RegeneratorType.Self, firearm, level); return(xp); }
public ActionResult AddFirearm(FirearmDTO firearmDto) { using (var db = new GunStoreContext()) { if (ModelState.IsValid) { var firearm = new Firearm() { Name = firearmDto.Name, Description = firearmDto.Description, Price = firearmDto.Price, Quantity = firearmDto.Quantity, Model = firearmDto.Model, Category = firearmDto.Category }; if (firearmDto.Image != null) { firearm.Image = new byte[firearmDto.Image.ContentLength]; firearmDto.Image.InputStream.Read(firearm.Image, 0, firearmDto.Image.ContentLength); } db.Firearms.Add(firearm); db.SaveChanges(); ModelState.Clear(); return(RedirectToAction("AddProduct", "Admin")); } ModelState.AddModelError("firearms", "Invalid firearms added"); return(View()); } }
private void ListBoxFirearm_SelectionChanged(object sender, SelectionChangedEventArgs e) { if (ListBoxFirearm.SelectedItem != null) { Firearm currentFirearm = ListBoxFirearm.SelectedItem as Firearm; TextBoxFirearmName.Text = currentFirearm.FirearmName; TextBoxMuzzleVelocity.Text = currentFirearm.MuzzleVelocity.ToString(); foreach (var item in ComboBoxFirearmType.ItemsSource) { if (((FirearmType)item).FirearmTypeID == currentFirearm.FirearmTypeID) { ComboBoxFirearmType.SelectedItem = item; } } foreach (var item in ComboBoxAmmunition.ItemsSource) { if (((Ammunition)item).AmmunitionID == currentFirearm.AmmunitionID) { ComboBoxAmmunition.SelectedItem = item; } } } }
public void Init(EffectType primary_effecttype, int primary_level, StatSum stats, float lifespan, bool auto_return, Firearm firearm) { if (!locationSet) { SetLocation(null, this.transform.position, 1, Quaternion.identity); } this.my_stats = stats; this.primary_effecttype = primary_effecttype; this.lifespan = lifespan; this.auto_return = auto_return; this.primary_level = primary_level; foreach (StatBit s in stats.stats) { if (primary_effecttype != EffectType.Diffuse && !s.dumb) { Debug.LogError("Lava " + this.gameObject.name + " is using a smart StatBit!\n"); } s.dumb = true; } am_enabled = true; my_firearm = firearm; monsters = null; every_so_often = Get.lava_damage_frequency; //CancelInvoke(); //InvokeRepeating("GetVictims", 0f, every_so_often); TIME = 0f; time_to_next_lava_damage = 0f; }
//CALAMITY public void Init(StatBit bit, HitMe target, Firearm firearm, EffectType type) { Prepare(bit, firearm, type); if (type == EffectType.Calamity) { my_lava = Peripheral.Instance.zoo.getObject("Wishes/calamity_lava", true).GetComponent <Lava>(); } else { my_lava = Peripheral.Instance.zoo.getObject("Wishes/foil_lava", true).GetComponent <Lava>(); } my_lava.auto_return = true; my_lava.my_firearm = firearm; my_lava.Init(type, bit.level, lava_stats, lava_timer, true, firearm); my_lava.SetLocation(target.transform, target.transform.position, lava_size, Quaternion.identity); my_lava.SetFactor(1); my_lava.transform.localPosition = Vector3.zero; Vector3 pos = my_lava.transform.position; pos.z = 3.75f; my_lava.transform.position = pos; my_lava.updateMyPosition = true; target.lavas.Add(my_lava); }
public static void assignXP(float xp, int level, HitMe hitme, Firearm firearm, Vector3 pos, EffectType type) { if (xp <= 0) { // Debug.LogError("WTF " + xp + " " + hitme.gameObject.name + "\n"); return; } if (firearm == null) { return; } float return_xp = firearm.addXp(xp, true);//if tower is at max xp, return the xp, // if xp is from damage done, it is tied to health. Otherwise, //if xp is from Speed/Teleport/Weaken etc, just assign the XP. this is handled by HitMe.stats.getXp though if (return_xp > 0) { hitme.stats.returnXp(return_xp); } float added = xp - return_xp; onXpAdded?.Invoke(added, pos); firearm.toy.my_tower_stats.addXp(type, level, xp); }
//============================================================================* // PopulateFirearmCombo() //============================================================================* private void PopulateFirearmCombo() { m_fPopulating = true; //----------------------------------------------------------------------------* // Get the currently selected firearm //----------------------------------------------------------------------------* cFirearm SelectedFirearm = null; if (FirearmCombo.SelectedIndex > 0 || FirearmCombo.SelectedItem is cFirearm) { SelectedFirearm = (cFirearm)FirearmCombo.SelectedItem; } //----------------------------------------------------------------------------* // Reset the firearm combo //----------------------------------------------------------------------------* FirearmCombo.Items.Clear(); //----------------------------------------------------------------------------* // Get the selected Bullet //----------------------------------------------------------------------------* cBullet Bullet = null; if (BulletCombo.SelectedIndex > 0 || BulletCombo.SelectedItem is cBullet) { Bullet = (cBullet)BulletCombo.SelectedItem; } //----------------------------------------------------------------------------* // Populate the firearm combo //----------------------------------------------------------------------------* FirearmCombo.Items.Add("No Specific Firearm"); foreach (cFirearm Firearm in m_DataFiles.FirearmList) { if (Firearm.FirearmType == cFirearm.eFireArmType.Rifle && (Bullet == null || Firearm.CanUseBullet(Bullet))) { FirearmCombo.Items.Add(Firearm); } } if (SelectedFirearm != null) { FirearmCombo.SelectedItem = SelectedFirearm; } if (FirearmCombo.SelectedIndex == -1) { FirearmCombo.SelectedIndex = 0; } m_fPopulating = false; }
public async Task <Firearm> SaveFirearm(Firearm firearm) { this.firearmContext.Firearms.Update(firearm); await this.firearmContext.SaveChangesAsync(); return(firearm); }
public static decimal Deceleration(Firearm currentFirearm, decimal velocity, decimal mass, decimal area) { var constants = Read.ReadDefaults(); //Return (CrossSection * BallisticCoefficient * AirDensity * (Velocity ^ 2)) / (2 * Mass) return(Convert.ToDecimal(area * Convert.ToDecimal(currentFirearm.Ammunition.Coefficient) * Convert.ToDecimal(constants.AirDensity) * (velocity * velocity)) / (2 * mass)); }
private void FirearmDelete_Click(object sender, RoutedEventArgs e) { if (ListBoxFirearm.SelectedItem != null) { Firearm currentFirearm = ListBoxFirearm.SelectedItem as Firearm; _delete.DeleteFirearm(currentFirearm.FirearmID); PopulateControls(); } }
static void Main(string[] args) { Console.WriteLine("Hello World!"); Firearm pistol = new Firearm { name = "pistol", sound = "pop", caliber = "9mm" }; pistol.work(); Firearm rifle = new Firearm { name = "rifle", sound = "bang", caliber = "7.62mm" }; rifle.work(); Firearm shotgun = new Firearm { name = "shotgun", sound = "boom", caliber = "12gauge" }; shotgun.work(); }
//============================================================================* // ResolveIdentities() //============================================================================* public bool ResolveIdentities(cDataFiles Datafiles) { bool fChanged = false; foreach (cFirearm Firearm in this) { fChanged = Firearm.ResolveIdentities(Datafiles) ? true : fChanged; } return(fChanged); }
public float MassMe(float[] stats, Firearm firearm, EffectType effect_type, int level) { float xp = mass.Init(stats); if (xp > 0) { Get.assignXP(xp, level, this, firearm, this.transform.position, effect_type); } return(xp); }
static void Main(string[] args) { Firearm pistol = new Firearm(); pistol.Name = "pistol"; pistol.Sound = "pop"; pistol.Caliber = "9 mm"; Console.WriteLine ("I am a " + pistol.Name + ", and I go " + pistol.Sound + " with a " + pistol.Caliber + ", and we have " + Firearm.GetCount().ToString() + " " + pistol.GetType().Name + "'s"); Firearm rifle = new Firearm(); rifle.Name = "rifle"; rifle.Sound = "bang"; rifle.Caliber = "7.62 mm"; Console.WriteLine ("I am a " + rifle.Name + ", and I go " + rifle.Sound + " with a " + rifle.Caliber + ", and we have " + Firearm.GetCount().ToString() + " " + rifle.GetType().Name + "'s"); Firearm shotgun = new Firearm(); shotgun.Name = "shotgun"; shotgun.Sound = "boom"; shotgun.Caliber = "12 gauge"; Console.WriteLine ("I am a " + shotgun.Name + ", and I go " + shotgun.Sound + " with a " + shotgun.Caliber + ", and we have " + Firearm.GetCount().ToString() + " " + shotgun.GetType().Name + "'s"); }
void assignXp(float add, Firearm firearm, EffectType primary_effecttype, EffectType override_effecttype, int primary_level, int override_level) { // Debug.Log($"Assigned xp {add}\n"); EffectType use_effecttype = (primary_effecttype == EffectType.Null) ? override_effecttype : primary_effecttype; int use_level = (primary_level == -1) ? override_level : primary_level; if (firearm != null) { Get.assignXP(add, use_level, this, firearm, this.transform.position, use_effecttype); } }
private void Awake() { //create weapon dictionary wrapper if (WeaponAttached.transform.name == "Pistol") { weapon = WeaponAttached.GetComponent <Pistol>(); } bulletSpawn = GameObject.Find("BulletSpawnPoint").GetComponent <Transform>(); reloadText = GameObject.Find("ReloadTextLabel").GetComponent <Text>(); reloadingText = GameObject.Find("ReloadingTextLabel").GetComponent <Text>();; }
private void FirearmUpdate_Click(object sender, RoutedEventArgs e) { if (ListBoxFirearm.SelectedItem != null && ComboBoxAmmunition.SelectedItem != null && ComboBoxFirearmType.SelectedItem != null && TextBoxFirearmName.Text != "" && TextBoxMuzzleVelocity.Text != null) { Firearm currentFirearm = ListBoxFirearm.SelectedItem as Firearm; Ammunition currentAmmunition = ComboBoxAmmunition.SelectedItem as Ammunition; FirearmType currentType = ComboBoxFirearmType.SelectedItem as FirearmType; _update.UpdateFirearm(currentFirearm.FirearmID, TextBoxFirearmName.Text, Int32.Parse(TextBoxMuzzleVelocity.Text), currentType.FirearmTypeID, currentAmmunition.AmmunitionID); PopulateControls(); } }
public void Merge(Firearm firearm) { if (id != firearm.id) { return; } if (limitedAmmo && firearm.limitedAmmo) { AddAmmo(firearm.ammo); } }
void Start() { alive = true; playerAnimator = this.GetComponent <Animator>(); controller = this.GetComponent <CharacterController>(); CameraScript playerCameraScript = Instantiate(cameraPrefab, new Vector3(0, 0, 0), Quaternion.identity) as CameraScript; playerCameraScript.SetObjectToLookAt(Instance); playerCamera = playerCameraScript.GetComponent <Camera>(); CalculateCrosshairPosition(); healthBar = GameObject.FindGameObjectWithTag("HealthBar").GetComponent <HealthBar>(); equipedWeapon = equipment[0]; }
private void LoadLineChartData() { Firearm currentFirearm = ComboBoxFirearm.SelectedItem as Firearm; if (graphType() == "HeightTime") { ((LineSeries)HeightTime.Series[0]).ItemsSource = Calculation.Speed(currentFirearm.FirearmID, Convert.ToInt32(SliderAngle.Value), Convert.ToDecimal(TextBoxStartingHeight.Text), Convert.ToDecimal(TextBoxTimeInterval.Text), "HeightTime"); } else { ((LineSeries)HeightDistance.Series[0]).ItemsSource = Calculation.Speed(currentFirearm.FirearmID, Convert.ToInt32(SliderAngle.Value), Convert.ToDecimal(TextBoxStartingHeight.Text), Convert.ToDecimal(TextBoxTimeInterval.Text), "HeightDistance"); } }
// Update is called once per frame void Update() { Firearm firearm = null; string text = "No weapon"; if (shooter.Weapon != null) { if (shooter.Weapon is Firearm) { firearm = shooter.Weapon as Firearm; } else { text = shooter.Weapon.gameObject.name; } } if (firearm != null) { text = firearm.Ammo + "/" + firearm.magazine + "\n"; switch (firearm.Firemode) { case Firearm.FireMode.SemiAuto: text += "Semi-auto"; break; case Firearm.FireMode.Burst: text += "Burst " + firearm.burstSize; break; case Firearm.FireMode.Automatic: text += "Automatic"; break; } } ammoText.text = text; if (firearm != null && firearm.Reloading) { reloadText.enabled = true; var time = Mathf.Floor(firearm.ReloadRemaining * 10) / 10; reloadText.text = "" + time; } else { reloadText.enabled = false; } }
private void updateWeapon(Firearm _weapon, int _index) { if (_index == 0) { weapon.transform.GetChild(0).GetComponent <Text>().text = "--"; } else { var _text = weapon.transform.GetChild(0).GetComponent <Text>().text = _weapon.ammo.ToString(); } weapon.GetComponent <Image>().sprite = _weapon.transform.GetChild(0).GetComponent <SpriteRenderer>().sprite; weapon.GetComponent <Image>().color = _weapon.transform.GetChild(0).GetComponent <SpriteRenderer>().color; }
/// <summary> /// Initializes a new instance of the <see cref="ChangingAttachmentsEventArgs"/> class. /// </summary> /// <param name="player"><inheritdoc cref="Player"/></param> /// <param name="firearm"><inheritdoc cref="Firearm"/></param> /// <param name="code">The attachments code.</param> /// <param name="isAllowed"><inheritdoc cref="IsAllowed"/></param> public ChangingAttachmentsEventArgs( Player player, Firearm firearm, uint code, bool isAllowed = true) { Player = player; Firearm = firearm; CurrentAttachmentIdentifiers = firearm.AttachmentIdentifiers; NewAttachmentIdentifiers = firearm.Type.GetAttachmentIdentifiers(code).ToList(); CurrentCode = firearm.Base.GetCurrentAttachmentsCode(); NewCode = code; IsAllowed = isAllowed; }
//DOT //regenerator doing damage => has negative stats[0] public float Init(HitMe _hitme, float[] stats, RegeneratorType _type, Firearm firearm, int level) { repeat_rate = Get.regenerator_repeat_rate; heal_duration = -1; type = _type; my_hitme = _hitme; effect_type = EffectType.DOT; //if (_towerID != 0 && towerID != _towerID) //{ // towerID = _towerID; //my_firearm = getFirearm(towerID); // } my_firearm = firearm; monsters = null; this.level = level; duration = stats[1]; EnableVisuals(_hitme, duration); TIME = 0f; if (is_active) { if (my_lava != null) { my_lava.lifespan = duration; } return(0f); } float finisher_percent = (stats.Length == StaticStat.StatLength(EffectType.DOT, true)) ? stats[3] : 0; if (finisher_percent > 0 && UnityEngine.Random.RandomRange(0, 1) < finisher_percent) { // SetEverythingOnFire(stats); // Debug.Log("Fin\n"); } total_time = duration + .1f; // this isn only intended for 1 time use, not repeating period = -1; rate = Get.getRegeneratorModRate(repeat_rate, stats[0], duration); type = _type; done_for_good = false; is_active = true; am_doing_stuff = false; first_invoke = true; // Debug.Log("initializing regenerator total time " + total_time + " duration " + duration + " rate " + rate // + " repeat_rate " + repeat_rate + " stat " + stats[0] + "\n"); return(0); }
public void ChangeWeapon(Firearm weapon) { if (weapon != null) { _weapon = weapon; if (_reloadCorroutine != null) { StopCoroutine(_reloadCorroutine); _reloadCorroutine = null; } if (ammoUpdate != null) { ammoUpdate(_weapon.Magazine); } } }
void SelectWeapon(int index) { if (index < 0 || index >= equippedFirearms.Count) { Debug.LogError("Weapon index out of bounds"); return; } currentFirearmIndex = index; currentFirearm = equippedFirearms[index]; foreach (var firearm in equippedFirearms) { firearm.gameObject.SetActive(firearm == currentFirearm); } }
public void initStats(Firearm _firearm) { // setFirearm(_firearm); statsum = _firearm.toy.rune.GetStats(false); statsum.towerID = this.gameObject.GetInstanceID(); //float strength = statsum.GetStatBit(EffectType.Laser).stat; // Debug.Log("Initializing laser with strength " + strength + "\n"); // float times = 6; ammo_frequency = statsum.getReloadTime(false); damage_frequency = Get.laser_damage_frequency; statsum.factor = Get.laser_damage_factor; initLaser(); }
private bool AssignFirearm() { if(firearm != null) { return true; } if(entity == null) { entity = EntityUtils.GetEntityWithTag("Player"); if(entity == null) { return false; } } firearm = entity.GetComponentInChildren<Firearm>(); return firearm != null; }
public UnitShoot( Unit attacker, Unit attackee, Firearm weapon ) : base("Shoot", attacker) { this.attacker = attacker; this.attackee = attackee; this.weapon = weapon; result = attacker.relations.GetAttackResult( attackee ); }
public Reload( Unit owner, Firearm source ) : base(owner, source, "Reload") { }