public Berserker() { Abilities = new List <Ability> { new Lunge(), new Whirlwind(), new FocusEnergy(), }; UnlearnedAbilities = new List <Ability> { new FocusPower(), new Stoneskin(), new Unwind(), new Hyper() }; Resource = new Rage(); // InitialHealth = ; // InitialAttack = ; // InitialDefense = ; // InitialSpeed = ; // HealthIncrement = ; // AttackIncrement = ; // DefenseIncrement = ; // SpeedIncrement = ; }
public void UpdateAbilityData(int slot) { int id = abilities[slot].GetID(); switch (id) { case 1: Frenzy frenzy = (Frenzy)abilities[slot]; frenzy.CalculateMult(); break; case 2: Rage rage = (Rage)abilities[slot]; rage.CalculateMult(); break; case 3: Mine mine = (Mine)abilities[slot]; mine.CalculateDamage(); break; case 4: Fireball fireball = (Fireball)abilities[slot]; fireball.CalculateDamage(); break; } }
public Suspect(string pName, Rage.Model model, Rage.Vector3 position, float heading, bool confirmedSuspect = true) : base(pName, Common.PedType.Suspect, model, position, heading) { if (confirmedSuspect == false) { this.Type = Common.PedType.Unknown; } }
public Suspect(string pName, Rage.Vector3 position, bool confirmedSuspect = true) : base(pName, Common.PedType.Suspect, position) { if (confirmedSuspect == false) { this.Type = Common.PedType.Unknown; } }
public void KillCharacterOnTrigger(Collider2D collision) { if (!actionActivated) { return; } if (!collision.gameObject.CompareTag("Character")) { return; } Rage rage = collision.gameObject.GetComponent <Rage>(); if (rage) { if (rage.abilityActive) { if (!actionActivated) { return; } } } gameManager.sceneManager.RetryLevelOnKill(); }
protected internal Suspect(string pName, Rage.PoolHandle handle, bool confirmedSuspect = true) : base(pName, Common.PedType.Suspect, handle) { if (confirmedSuspect == false) { this.Type = Common.PedType.Unknown; } }
public static string PointerToString(IntPtr pointer, bool freePointer = true) { if (pointer == IntPtr.Zero) { return(null); } var length = 0; while (Marshal.ReadByte(pointer, length) != 0) { ++length; } var buffer = new byte[length]; Marshal.Copy(pointer, buffer, 0, buffer.Length); if (freePointer) { Rage.FreeArray(pointer); } return(Encoding.UTF8.GetString(buffer)); }
private void Start() { health = GetComponent <Health>(); rage = GetComponent <Rage>(); animator = GetComponent <Animator>(); controller = GetComponent <CharacterController>(); playerCamera = GameObject.FindObjectOfType <PlayerCamera>(); health.onEmpty += OnDead; health.onDecrement += OnHurt; health.MinValue = 0; health.MaxValue = 100; health.CurrentValue = health.MaxValue; rage.onFull += OnEnrage; rage.onEmpty += OnCalm; rage.MinValue = 0; rage.MaxValue = 100; rage.CurrentValue = rage.MaxValue; // Game Manager has already been instantiated at this point GameManager.Instance.playerController = this; UIManager.Instance.ActivateUI("hud", true); health.onEmpty += GameManager.Instance.OnPlayerDead; }
string GetAbilityDescription(int slot) { int id = pinfo.GetAbilityID(slot); string desc = ""; //Debug.Log("SLOT" + slot+"ID"+id); switch (id) { case 1: //frenzy Frenzy frenzy = (Frenzy)pinfo.abilities[slot]; frenzy.CalculateMult(); desc = frenzy.GetDescription(); break; case 2: //rage Rage rage = (Rage)pinfo.abilities[slot]; rage.CalculateMult(); desc = rage.GetDescription(); break; case 3: //Mine Mine mine = (Mine)pinfo.abilities[slot]; mine.CalculateDamage(); desc = mine.GetDescription(); break; case 4: //Mine Fireball fireball = (Fireball)pinfo.abilities[slot]; fireball.CalculateDamage(); desc = fireball.GetDescription(); break; } return(desc); }
void initializeSpells() { dash = gameObject.AddComponent(typeof(Dash)) as Dash; rage = gameObject.AddComponent(typeof(Rage)) as Rage; spinAttack = gameObject.AddComponent(typeof(SpinAttack)) as SpinAttack; cut = gameObject.AddComponent(typeof(Cut)) as Cut; cripple = gameObject.AddComponent(typeof(Cripple)) as Cripple; }
// évênnement de départ void Start() { rageRef = perso.GetComponent <Rage>(); vieMaxBase = perso.GetComponent <joueur>().pointDeVieMax; infoEvent2.ExpMax = experienceMax; infoEvent2.ExpNextNiveau = experienceMax; }
void Start() { lvlTitle.text = SceneManager.GetActiveScene().name; waveCountdown = timeBetweenWaves; rageScript = GetComponent <Rage>(); currentLvl = SceneManager.GetActiveScene().buildIndex; //listCount = enemies.Count; }
private void Start() { Cursor.visible = true; Cursor.lockState = CursorLockMode.Locked; collisionEvents = new List <ParticleCollisionEvent>(); particleSystem = GetComponent <ParticleSystem>(); rage = GetComponent <Rage>(); }
//préInitialisation ce certaines données void Awake() { rageRef = gameObject.GetComponent <Rage>(); initInfoEvent.Cible = gameObject; initInfoEvent.HP = pointDeVie; initInfoEvent.HPMax = pointDeVieMax; initInfoEvent.Rage = rageRef.pointsDeRage; initInfoEvent.RageMax = rageRef.pointsDeRageMax; SystemeEvents.Instance.LancerEvent(NomEvent.initEvent, initInfoEvent); }
public Skill CreateSkill(Player player) { List <Skill> playerSkills = player.ListOfSkills; Skill known = CheckContent(playerSkills); if (known == null) { Bloodlust s1 = new Bloodlust(); Heal s2 = new Heal(); Rage s3 = new Rage(); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s2.MinimumLevel <= player.Level) { tmp.Add(s2); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else if (known.decoratedSkill == null) { BloodlustDecorator s1 = new BloodlustDecorator(known); HealDecorator s2 = new HealDecorator(known); RageDecorator s3 = new RageDecorator(known); List <Skill> tmp = new List <Skill>(); if (s1.MinimumLevel <= player.Level) { tmp.Add(s1); } if (s3.MinimumLevel <= player.Level) { tmp.Add(s3); } if (tmp.Count == 0) { return(null); } return(tmp[Index.RNG(0, tmp.Count)]); } else { return(null); } }
public static T PointerToStruct <T>(IntPtr pointer, bool freePointer = true) { var value = Marshal.PtrToStructure <T>(pointer); if (freePointer) { Rage.FreeObject(pointer); } return(value); }
//private Health healthBoss; //Scrollbar healthBossBar; void Start() { GameObject player = GameObject.Find("Player"); health = player.GetComponent <Health>(); mana = player.GetComponent <Mana>(); rage = player.GetComponent <Rage>(); //Falta la barra de vida del Boss //healthBoss = GameObject.Find("Boos").GetComponent<Health>(); }
/* * This method will initialise the zombie FSM. */ void Start() { attackTimer = 5f; animator = GetComponent <Animator>(); myTransform = transform; agent = GetComponent <NavMeshAgent>(); state = State.WANDER; rage = FindObjectOfType <Rage>(); player = GameObject.FindGameObjectWithTag("Player"); audioS = GetComponent <AudioSource>(); maxDistance = 200f; }
public Warrior(Race race, Level level) : base(race, level) { Rage = new Rage(100); PrimaryAttributes = CalculatePrimaryAttributes(level); SecondaryAttributes = CalculateSecondaryAttributes(PrimaryAttributes); // 5 point Defense cap increase per level, we are assuming maximum is achieved. SecondaryAttributes.Defense.Add(Level.Value * 5); // Get all weapon skills, capped at the maximum for the players level. var maxWeaponSkillsForLevel = WeaponSkill.GetWeaponSkills(Level); SecondaryAttributes.WeaponSkills.Add(maxWeaponSkillsForLevel); }
private void Start() { enemyBehavior = GetComponent <EnemyBehavior>(); rageScript = this.gameObject.GetComponentInParent <Rage>(); animator = this.gameObject.GetComponent <Animator>(); makeSnowballTimer = makeSnowball + Random.Range(0f, timerRandomizer); windUpTimer = windUp; throwBallTimer = throwBall; if (startingGun != null) { EquipGun(startingGun); } }
void CheckForRageColliding(Collision2D collision) { Rage rage = collision.gameObject.GetComponent <Rage>(); if (!rage) { return; } if (rage.abilityActive) { Destroy(gameObject); } }
private void Awake() { _hero = FindObjectOfType <Hero>(); _distanceRage = FindObjectOfType <Minotaur>().distanceRage; _magicRage = FindObjectOfType <Minotaur>().magicRage; // Choose familier level based on distance / magic rage _index = Mathf.Max(_distanceRage.FillRatio, _magicRage.FillRatio) / 34; Debug.Log(_index); _fireDelay = 1 / familierDatas[_index].fireFrequency; _lifeTime = familierDatas[_index].lifeTime; _orbitRadius = familierDatas[_index].orbitRadius; _orbitTime = familierDatas[_index].orbitTime; _radiusEvolutionFactor = familierDatas[_index].radiusEvolutionFactor; }
void CheckForRampageCollision(Collider2D collision) { Rage rage = collision.gameObject.GetComponent <Rage>(); if (!rage) { return; } if (!rage.abilityActive) { return; } Activate(); }
public void DoSome(string button) { lastClicked = button; switch (button) { case "ResetChoises": ResetAll(); break; case "Long Sword": SetWeaponDescription(button, "3.2", "2", null); break; case "Dagger": SetWeaponDescription(button, "1.6", "1", null); break; case "Throwing Knifes": SetWeaponDescription(button, "0.8", "1", "3"); break; case "Javelin": SetWeaponDescription(button, "2.4", "2.1", "4"); break; case "Bow": SetWeaponDescription(button, "1.25", "1.8", "5"); break; case "Unarmed": SetWeaponDescription(button, "0.8", "0.5", null); break; case "Frenzy": descHeader.text = button; Frenzy frenzy = new Frenzy(); descText.text = frenzy.GetDescription(); break; case "Rage": descHeader.text = button; Rage rage = new Rage(); descText.text = rage.GetDescription(); break; case "Magical Mine": descHeader.text = button; Mine mine = new Mine(); descText.text = mine.GetDescription(); break; case "Fireball": descHeader.text = button; Fireball fireball = new Fireball(); descText.text = fireball.GetDescription(); break; } }
void CheckForRampageCollision(Collider2D collision) { Rage rage = collision.gameObject.GetComponent <Rage>(); if (!rage) { return; } if (!rage.abilityActive) { return; } Activate(); gameManager.sceneManager.RetryLevelOnKill(); }
void DeactivateBuff(int slot) { int id = pinfo.abilities[slot].GetID(); switch (id) { case 1: Frenzy frenzy = (Frenzy)pinfo.abilities[slot]; frenzy.Reset(); break; case 2: Rage rage = (Rage)pinfo.abilities[slot]; rage.Reset(); break; } }
public Warrior() { hpBar = new HealthBar(this); tag = "Player"; animation.spriteArray = ContentCollection.warrior; spriteSize = new Vector2(35, 80); gamePosition = new Vector2(200, 350); movementSpeed = 150; maxHealth = 100; currentHealth = maxHealth; healthRegen = 1; damage = 50; primaryAttack = new SwordSlash(this); secondaryAttack = new Rage(this); attackSpeed = 1; secondaryCD = 10; StartThread(); }
public Berserker() { heroTexture = Engine.Engine.GetTexture("Hero/Berserker"); Hero.loadSprite(); heroRole = Classes.Berserker; baseHealth = 500; healthPerLevel = 40; requiredBranchLevel = int.MaxValue; resetLevel(); resetHealth(); abilities[0] = new Cleave(); abilities[1] = new WhirlwindSlash(); abilities[2] = new Slam(); abilities[3] = new DoubleSlash(); abilities[4] = new Rage(); abilities[5] = new Execute(); Enemies.Enemy.UpdateTargets(this); Enemies.BossEnemy.UpdateBossTargets(this); }
void UtilizeAbility(int slot) { bool cooldownActive = pinfo.abilities[slot].coolDown.GetActivity(); int mpCost = pinfo.abilities[slot].GetCostMP(); if (!cooldownActive && pinfo.stats.mpCur > mpCost) { cooldownImg[slot].gameObject.SetActive(true); int id = pinfo.abilities[slot].GetID(); switch (id) { case 1: Frenzy frenzy = (Frenzy)pinfo.abilities[slot]; frenzy.Activate(); break; case 2: Rage rage = (Rage)pinfo.abilities[slot]; rage.Activate(); break; case 3: Mine mine = (Mine)pinfo.abilities[slot]; mine.Activate(); break; case 4: Fireball fireball = (Fireball)pinfo.abilities[slot]; PlayerInfo target = Target.GetTargetUnit(); if (target != null) { fireball.Activate(); } break; } } }
void CheckForRampageCollision(Collision2D collision) { if (!collision.gameObject.CompareTag("Character")) { return; } if (collision.gameObject.name != "Rage") { return; } if (!rage) { rage = collision.gameObject.GetComponent <Rage>(); } if (!rage.abilityActive) { return; } RampageColliding(); }
public void ActivateOnRampageTrigger(Collider2D collision) { if (actionActivated) { return; } if (!collision.gameObject.CompareTag("Character")) { return; } Rage rage = collision.gameObject.GetComponent <Rage>(); if (!rage) { return; } if (rage.abilityActive) { Activate(); } }
public void InstantiateAbilities() { for (int i = 0; i < DataTransferManager.dataHolder.abilId.Length; i++) { switch (DataTransferManager.dataHolder.abilId[i]) { case 1: abilities[i] = new Frenzy(i, this, DataTransferManager.dataHolder.abilLv[i]); break; case 2: abilities[i] = new Rage(i, this, DataTransferManager.dataHolder.abilLv[i]); break; case 3: abilities[i] = new Mine(i, this, DataTransferManager.dataHolder.abilLv[i]); break; case 4: abilities[i] = new Fireball(i, this, DataTransferManager.dataHolder.abilLv[i]); break; } } }
public PedBase(string pName, Rage.Vector3 position) : this(pName, Common.PedType.Unknown, position) { }
private void Start() { rageDollPool = GameObject.Find(("RageDollPool")).transform; sounds = GetComponentInChildren <PlayerBaseSounds>(); playerRage = GameObject.Find("Player").GetComponent <Rage>(); }
public PedBase(string pName, Rage.Model model, Rage.Vector3 position, float heading) : this(pName, Common.PedType.Unknown, model, position, heading) { }
protected internal PedBase(string pName, Rage.PoolHandle handle) : this(pName, Common.PedType.Unknown, handle) { }
protected internal PedBase(string pName, Common.PedType pType, Rage.PoolHandle handle) : base(handle) { Name = pName; Type = pType; Init(); }
public PedBase(string pName, Common.PedType pType, Rage.Vector3 position) : base(position) { Name = pName; Type = pType; Init(); }
/// <summary> /// Draws a custom texture from a file on a 1080-pixels height base. /// </summary> /// <param name="texture">Your custom texture object.</param> /// <param name="position"></param> /// <param name="size"></param> /// <param name="graphics"></param> public static void DrawTexture(Texture texture, Point position, Size size, Rage.Graphics graphics) { var origRes = Game.Resolution; float aspectRaidou = origRes.Width / (float)origRes.Height; PointF pos = new PointF(position.X / (1080 * aspectRaidou), position.Y / 1080f); SizeF siz = new SizeF(size.Width / (1080 * aspectRaidou), size.Height / 1080f); graphics.DrawTexture(texture, pos.X * Game.Resolution.Width, pos.Y * Game.Resolution.Height, siz.Width * Game.Resolution.Width, siz.Height * Game.Resolution.Height); }
public void DrawTextures(Rage.Graphics g) { if (!Visible) return; Tabs[Index].DrawTextures(g); }
/// <summary> /// Draw your custom banner. /// <para> /// To prevent flickering call it inside a <see cref="Game.RawFrameRender"/> event handler. /// </para> /// </summary> /// <param name="g">The <see cref="Rage.Graphics"/> to draw on.</param> public void DrawBanner(Rage.Graphics g) { if (!Visible || _customBanner == null) return; var origRes = Game.Resolution; float aspectRaidou = origRes.Width / (float)origRes.Height; Point bannerPos = new Point(_offset.X + safezoneBounds.X, _offset.Y + safezoneBounds.Y); Size bannerSize = new Size(431 + WidthOffset, 107); PointF pos = new PointF(bannerPos.X / (1080 * aspectRaidou), bannerPos.Y / 1080f); SizeF siz = new SizeF(bannerSize.Width / (1080 * aspectRaidou), bannerSize.Height / 1080f); //Bug: funky positionment on windowed games + max resolution. g.DrawTexture(_customBanner, pos.X * Game.Resolution.Width, pos.Y * Game.Resolution.Height, siz.Width * Game.Resolution.Width, siz.Height * Game.Resolution.Height); }
public override void DrawTextures(Rage.Graphics g) { if (drawTexture) { Sprite.DrawTexture(Heists[Index].Logo.Texture, new Point((int)res.Width - SafeSize.X - 512, SafeSize.Y), new Size(512, 256), g); } }
public PedBase(string pName, Common.PedType pType, Rage.Model model, Rage.Vector3 position, float heading) : base(model, position, heading) { Name = pName; Type = pType; Init(); }