Esempio n. 1
0
    public int GetChosenPassiveSkillSprite(PassiveSkills passive)
    {
        switch (passive)
        {
        case PassiveSkills.None:
            return(0);

        case PassiveSkills.BouncyBullet:
            return(0);

        case PassiveSkills.HelperBullet:
            return(1);

        case PassiveSkills.SlowdownBullet:
            return(2);

        case PassiveSkills.SpeedUp:
            return(3);

        case PassiveSkills.TriShield:
            return(4);

        default:
            return(0);
        }
    }
    //[PunRPC]
    //void RPC_RemoveActiveSkills(int index)
    //{
    //    thisMatchActiveSkills.RemoveAt(index);
    //    PrintRemainingSkills();
    //}

    public PassiveSkills[] GetPassiveSkills()
    {
        PassiveSkills[] skills = new PassiveSkills[thisMatchPassiveSkills.Count];
        for (int i = 0; i < thisMatchPassiveSkills.Count; i++)
        {
            skills[i] = thisMatchPassiveSkills[i];
        }
        return(skills);
    }
Esempio n. 3
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        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        /// -- Add/Remove Passive Effect Components --
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

        public int AddPassiveSkill(List <PassiveSkill> pSkillsList, int id)
        {
            if (!ValidListInput(pSkillsList, id))
            {
                return(-1);
            }
            PassiveSkills.Add(new PassiveSkill(pSkillsList[id]));
            AddPassiveEffects(PassiveSkills.Last());
            return(PassiveSkills.Last().Id);
        }
Esempio n. 4
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        public int RemovePassiveSkill(int listIndex)
        {
            if (!ValidListInput(PassiveSkills, listIndex))
            {
                return(-1);
            }
            PassiveSkill toRemove = PassiveSkills[listIndex];

            RemovePassiveEffects(toRemove);
            PassiveSkills.RemoveAt(listIndex);
            return(toRemove.Id);
        }
Esempio n. 5
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    private void PassiveAbilityProcess(PassiveSkills passive)
    {
        triShield.SetAbility(false);
        switch (passiveSkills)
        {
        case PassiveSkills.None:
            break;

        case PassiveSkills.BouncyBullet:
            playerCombat.AssignedBulletBounce(maxBulletBounces);
            currentPassive = passiveAbilities[0];
            //BouncyBullet(maxBulletBounces);
            break;

        case PassiveSkills.HelperBullet:
            currentPassive = passiveAbilities[1];
            playerCombat.AssignedHelperBullet();
            break;

        case PassiveSkills.SlowdownBullet:
            currentPassive = passiveAbilities[2];
            playerCombat.AssignedSlowdownBullet();
            break;

        case PassiveSkills.SpeedUp:
            currentPassive = passiveAbilities[3];
            playerMovement.AssignSpeedUp();
            break;

        case PassiveSkills.TriShield:
            currentPassive = passiveAbilities[4];
            triShield.SetAbility(true);
            break;

        default:
            break;
        }
    }
Esempio n. 6
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    private void PassiveAbilityProcess(Ability chosenPassive)
    {
        if (chosenPassive != null)
        {
            // Assign enum by current random enum value
            passiveSkills = chosenPassive.passiveSkillId;

            switch (passiveSkills)
            {
            case PassiveSkills.None:
                break;

            case PassiveSkills.BouncyBullet:
                BouncyBullet(maxBulletBounces);
                break;

            case PassiveSkills.HelperBullet:
                break;

            case PassiveSkills.SlowdownBullet:
                break;

            case PassiveSkills.SpeedUp:
                SpeedUp();
                break;

            case PassiveSkills.TriShield:
                break;

            default:
                break;
            }
        }
        else
        {
            throw new NotImplementedException();
        }
    }
Esempio n. 7
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 public void AssignPassiveSkill(PassiveSkills passive)
 {
     passiveSkills = passive;
     PassiveAbilityProcess(passiveSkills);
 }
Esempio n. 8
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 public Hydra() : base("Hydra", 80, new damage(7, 14), 15, 12, 7)
 {
     PassiveSkills.Add(new Recharge(true));
     ActiveSkills.Add(new InitiativeBaff());
 }
Esempio n. 9
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 public Fury() : base("Fury", 16, new damage(5, 7), 5, 3, 16)
 {
     PassiveSkills.Add(new Recharge(true));
     PassiveSkills.Add(new DisableRecharge());
     ActiveSkills.Add(new AttackBaff());
 }
 /*
 *	Augmente le niveau d'un sous skill passif de 1
 *	params 	=> skillRank : Skill qui dont le niveau doit etre augmenté
 *		   	=> first : 	true si c'est le premier skill qui doit etre augmenté
 *						false si c'est le second
 */
 void upgradePassiveLittleSkill(PassiveSkills skillRank, bool first)
 {
     if (first)
     {
         player.experienceUpdate(-skillRank.getCostIncFirstAd());
         int newLevel = skillRank.getLvlFirstAd() + 1;
         skillRank.setLvlFirstAd(newLevel);
     }
     else
     {
         player.experienceUpdate(-skillRank.getCostIncSecAd());
         int newLevel = skillRank.getLvlSecAd() + 1;
         skillRank.setLvlSecAd(newLevel);
     }
 }
Esempio n. 11
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 public Arbalester() : base("Arbalester", 10, new damage(2, 8), 4, 4, 8)
 {
     PassiveSkills.Add(new Recharge(false));
     PassiveSkills.Add(new DisableRecharge());
     PassiveSkills.Add(new DisableDefence());
 }
Esempio n. 12
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 public Goblin() : base("Goblin", 8, new damage(2, 5), 4, 4, 12)
 {
     PassiveSkills.Add(new Recharge(true));
 }
Esempio n. 13
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 public Skeleton() : base("Skeleton", 5, new damage(1, 1), 1, 2, 10)
 {
     PassiveSkills.Add(new Recharge(true));
 }