public override void Refresh() { if (((Eriya)Owner).eriyaMode == EriyaMode.Bot) { Debug.Log("Bot"); return; } base.Refresh(); if (Control.MainWPAttackLDown()) { SkillSystem.Cast(0); } if (Control.MainWPAttackRDown()) { SkillSystem.Cast(1); } if (Control.BackArrowDown()) { //WJ's GrapplingHook Skill SkillSystem.Cast(2); } if (Control.CoreArrowDown()) { //WMC's Flash Skill SkillSystem.Cast(3); } if (Control.ShiftHackDown()) { //WMC's ThroughWallSkill SkillSystem.Cast(4); } }
public Charakter(XmlReader reader, SkillSystem system) : base(reader) { this.system = system; this.charakterSchemata = new List<CharakterSchema>(); read(reader); }
private void Start() { // RoleMgr.Instance.Mgr<RoleData>().RegisterTask(SS); SkillSystem skillSystem = new SkillSystem(); SkillEventDispatcher ds = new SkillEventDispatcher(new SkillEventReceiver()); // ds.Register("ss", new Action(()=> { })); ds.Register <SkillInfo>("ss", SS); SkillInstance sk1 = new SkillInstance(1); sk1.Name = "11"; sk1.Triggers.Add(new TriggerFaceToTarget()); skillSystem.AddToPool(sk1); var s1 = skillSystem.GetSkillInstance(1); s1.Begin(Time.time); SkillInfo s11 = new SkillInfo(); s11.From = 100; s1.Update(Time.time + 1f, s11); // ds.Trigger("ss", new SkillInfo()); //ds.UnRegister<SkillInfo>("ss", SS); //ds.Trigger("ss", new SkillInfo()); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create game systems InputSystem = new InputSystem(this); NetworkSystem = new NetworkSystem(this); RenderingSystem = new RenderingSystem(this); MovementSystem = new MovementSystem(this); WeaponSystem = new WeaponSystem(this); EnemyAISystem = new EnemyAISystem(this); NpcAISystem = new NpcAISystem(this); GarbagemanSystem = new GarbagemanSystem(this); CollisionSystem = new Systems.CollisionSystem(this); RoomChangingSystem = new RoomChangingSystem(this); QuestLogSystem = new QuestLogSystem(this); SpriteAnimationSystem = new SpriteAnimationSystem(this); SkillSystem = new SkillSystem(this); TextSystem = new TextSystem(this); // Testing code. LevelManager.LoadContent(); LevelManager.LoadLevel("D01F01R01"); //End Testing Code }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create game systems InputSystem = new InputSystem(this); NetworkSystem = new NetworkSystem(this); RenderingSystem = new RenderingSystem(this); MovementSystem = new MovementSystem(this); WeaponSystem = new WeaponSystem(this); EnemyAISystem = new EnemyAISystem(this); NpcAISystem = new NpcAISystem(this); GarbagemanSystem = new GarbagemanSystem(this); CollisionSystem = new Systems.CollisionSystem(this); RoomChangingSystem = new RoomChangingSystem(this); QuestLogSystem = new QuestLogSystem(this); SpriteAnimationSystem = new SpriteAnimationSystem(this); SkillSystem = new SkillSystem(this); TextSystem = new TextSystem(this); EngineeringOffenseSystem = new EngineeringOffenseSystem(this); HUDSystem = new HUDSystem(this); InputHelper.Load(); HUDSystem.LoadContent(); // Testing code. LevelManager.LoadContent(); LevelManager.LoadLevel("D01F01R01"); //Song bg = Content.Load<Song>("Audio/Main_Loop"); //MediaPlayer.Stop(); //MediaPlayer.IsRepeating = true; //MediaPlayer.Play(bg); //End Testing Code }
public BeschrankeFertigkeitenVonAttribut(XmlReader reader, SkillSystem system) : base(reader) { attribut = system.getElement<Attribut>(reader.getString("attribut")); min = reader.getInt("min"); max = reader.getInt("max"); }
/// <summary> /// 第二击 /// </summary> public void Two() { float distance = role.attackDistance + dican; List <Role> enemys = new List <Role>(); foreach (Role go in SpawnManager.Instance.enemyList) { if (go.Group == role.Group) { continue; } if (go.id == role.id) { continue; } float temp = Vector3.Distance(go.transform.position, role.transform.position); if (temp <= distance) { enemys.Add(go); //distance = temp; } } foreach (Role enemy in enemys) { Vector3 targetPos = enemy.transform.position; targetPos.y = role.transform.position.y; role.transform.LookAt(targetPos); SkillSystem skill = enemy.GetComponent <SkillSystem>(); skill.AddOp(OpCode.Demage, role, (int)(role.atk * atk2), (int)KoType.KNOCK_DOWN); } }
void Update() { InputSystem.GetInstance().Update(); PlayerMovementSystem.GetInstance().Update(); SkillSystem.GetInstance().Update(); EnemySpawnSystem.GetInstance().Update(); EnemyMoveSystem.GetInstance().Update(); }
public static SkillSystem GetInstance() { if (Instance == null) { Instance = new SkillSystem(); } return(Instance); }
public void CompletedSelectSkill() { SkillSystem.SetPlayerSkill(selectedSkillList); if (this.transform.parent.GetComponent <UI_HeroSelect>() != null) { this.transform.parent.GetComponent <UI_HeroSelect>().RefreshPlayerSkillUI(); } this.gameObject.SetActive(false); }
protected override void Start() { this.animController = this.GetComponent <HandControlAnimation>(); p_skillSystem = this.transform.GetComponent <SkillSystem>(); this.onHitByMagic += CountDamage; InitializePlayer(); }
void Awake() { hero = Instantiate(hero); healthSystem = gameObject.GetComponent <HealthSystem>(); skillSystem = gameObject.GetComponent <SkillSystem>(); buffSystem = gameObject.GetComponent <BuffSystem>(); abilitySystem = gameObject.GetComponent <AbilitySystem>(); //AddRequiredComponents(); }
public void BasicAttackSpawn() { Vector3 pos = transform.position + transform.forward; pos.y = 1.0f; SkillSystem ss = Instantiate(basicAttack, pos, transform.rotation); ss.GetComponent <Projectile>().direction = transform.forward; }
private void Start() { HeroSystem.LoadHero(); SkillSystem.LoadSkill(); AbilitySystem.LoadAbility(); ItemSystem.LoadItem(); MapSystem.LoadMap(); MissionSystem.LoadMission(); LocalizationManager.LoadLanguage(User.language); }
// Use this for initialization void Start() { Load(); SkillSystem skillsystem = PlayerManagers.Player.GetComponent <SkillSystem>(); foreach (int skillId in skillsystem._skillIdList) { Pickup(skillsystem.GetSkillById(skillId)); } }
public static int GetHeroNeedEnergy(int id, Skill skill) { HeroData data = userHeros.Find(x => x.id == id || x.id.Equals(id)); if (data != null && skill != null) { return(SkillSystem.GetNeedSkillEnergy(skill) - GetHeroStatusSkillEnergy(ref data)); } return(1000); }
void Awake() { InputSystem.GetInstance(); PlayerMovementSystem.GetInstance(); SkillSystem.GetInstance(); EnemySpawnSystem.GetInstance(); EnemyMoveSystem.GetInstance(); singletonContainer = transform.GetChild(0).gameObject; singletonContainer.AddComponent <InputSingleton>(); }
private static SkillSystem LoadSkillSystem() { const string DataPath = @"C:\Users\robertsona\Documents\Visual Studio 2013\Projects\MabiMaster\MabiMaster\SkillSystem.xml"; using (FileStream fs = new FileStream(DataPath, FileMode.Open)) { XmlSerializer serializer = new XmlSerializer(typeof(SkillSystem)); SkillSystem SkillSystem = (SkillSystem)serializer.Deserialize(fs); return(SkillSystem); } }
////////////////////////////////////////////////////////////////////////// protected override void Start() { this.onHitByMagic += CountDamage; navAgent = this.GetComponent <NavMeshAgent>(); target = GameObject.Find("Player"); anim = this.GetComponent <Animator>(); skillSystem = this.GetComponent <SkillSystem>(); animController = this.GetComponent <AiAnimController>(); defaultSpeed = navAgent.speed; Initialize(); }
public override void Refresh() { base.Refresh(); if (Owner.Interrupt == 0) { if (Control.SubWPAttackLDown() && Owner.WeaponSystem.skillCasting == null) { SkillSystem.Cast(0); } } }
void EnableUI() { if (ScrollContentView != null) { playerSkillList.Clear(); selectedSkillList.Clear(); playerSkillList = SkillSystem.GetAblePlayerSkillList(); selectedSkillList = SkillSystem.GetSelectSkillList(); RefreshUI(); } }
public override void Refresh() { base.Refresh(); if (Owner.Interrupt == 0) { if (Control.MainWPAttackLDown()) { SkillSystem.Cast(0); LeftPressed = false; } } }
public static void SetArchivementClearPoint() { int[] setCheckTypes = { 7, 8, 9, 14, 15 }; int point = 0; for (var j = 0; j < setCheckTypes.Length; j++) { List <Mission> currentMissions = userMissions.FindAll(x => !x.enable && !x.clear && x.clearType == setCheckTypes[j]); for (var i = 0; i < currentMissions.Count; i++) { if (currentMissions[i].missionType == 2) { switch (currentMissions[i].clearType) { case 7: point = User.level; break; case 8: point = 0; foreach (var hero in HeroSystem.GetUserHeros()) { point += hero.level; } break; case 9: point = User.flatEnergyMaxLevel + User.flatEnergyChargingLevel + User.addMoneyLevel + User.addExpLevel + User.addAttackLevel + User.addDefenceLevel; break; case 14: point = 0; foreach (var skill in SkillSystem.GetPlayerSkillList()) { point += SkillSystem.GetUserSkillLevel(skill.id); } break; case 15: point = 0; foreach (var skill in SkillSystem.GetUserHerosSkills()) { point += SkillSystem.GetUserSkillLevel(skill.id); } break; } currentMissions[i].point = point; Debugging.Log(MissionSystem.GetMissionName(currentMissions[i].id) + " 의 포인트 > " + point); } } } Debugging.Log("업적 세팅타입 설정완료"); }
public void OnClickSkillUpgrate(int index, int skillId, int payment) { if (Common.PaymentCheck(ref User.blackCrystal, payment)) { SoundManager.instance.EffectSourcePlay(AudioClipManager.instance.ui_pop); SkillSystem.SetObtainSkill(skillId); EffectManager.SkillUpgradeEffect(ScrollContentView.transform.GetChild(index).GetChild(0).transform); RefreshUI(); } else { UI_Manager.instance.ShowAlert(UI_Manager.PopupAlertTYPE.blackCrystal, payment); } }
public void SetSkill() { Skill data = SkillSystem.GetSkill(skillId); skillType = (SkillType)data.skillType; applyType = (ApplyType)data.targetType; skillName = data.name; skillDescription = data.description; skillLevel = SkillSystem.GetUserSkillLevel(skillId); skillAbillity = SkillSystem.GetUserSkillPower(skillId); skillDelayTime = data.energy; skillImage = SkillSystem.GetSkillImage(skillId); Debugging.Log(skillId + " 스킬 세팅완료"); }
public void OnSkillLevelUpClick(int skill, int needMoney) { if (Common.PaymentCheck(ref User.coin, needMoney)) { SoundManager.instance.EffectSourcePlay(AudioClipManager.instance.ui_pop); EffectManager.SkillUpgradeEffect(skillImage.transform); SkillSystem.SetObtainSkill(skill); RefreshHeroStatusEquipmentPanel(); } else { UI_Manager.instance.ShowAlert(UI_Manager.PopupAlertTYPE.coin, needMoney); } }
public void OpenUI(HeroData data) { heroData = data; showHeroObj = Instantiate(PrefabsDatabaseManager.instance.GetHeroPrefab(heroData.id), ShowPoint.transform); showHeroObj.transform.localScale = new Vector3(200, 200, 200); showHeroObj.transform.localPosition = Vector3.zero; if (showHeroObj.GetComponent <Hero>() != null) { Destroy(showHeroObj.GetComponent <Hero>()); } if (showHeroObj.GetComponent <Rigidbody2D>() != null) { Destroy(showHeroObj.GetComponent <Rigidbody2D>()); } foreach (var sp in showHeroObj.GetComponentsInChildren <SpriteRenderer>()) { sp.sortingLayerName = "ShowObject"; sp.gameObject.layer = 16; } showHeroObj.gameObject.SetActive(true); nameText.text = HeroSystem.GetHeroName(data.id); descriptionText.text = HeroSystem.GetHeroDescription(data.id); //Status 정보 if (statusInfoPanel != null) { statusInfoPanel.transform.GetChild(0).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusAttack(ref heroData).ToString(); statusInfoPanel.transform.GetChild(1).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusDefence(ref heroData).ToString(); statusInfoPanel.transform.GetChild(2).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusMaxHp(ref heroData).ToString(); statusInfoPanel.transform.GetChild(3).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusCriticalPercent(ref heroData).ToString(); statusInfoPanel.transform.GetChild(4).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusAttackSpeed(ref heroData).ToString(); statusInfoPanel.transform.GetChild(5).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusMoveSpeed(ref heroData).ToString(); statusInfoPanel.transform.GetChild(6).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusKnockbackResist(ref heroData).ToString("N1"); statusInfoPanel.transform.GetChild(7).GetComponentInChildren <Text>().text = HeroSystem.GetHeroStatusSkillEnergy(ref heroData).ToString(); } // 스킬정보 Skill heroSkill = SkillSystem.GetSkill(heroData.skill); if (skillInfoPanel != null && heroSkill != null) { var skillImage = skillInfoPanel.transform.GetChild(0).GetChild(0).GetComponent <Image>(); skillImage.sprite = SkillSystem.GetSkillImage(heroSkill.id); skillInfoPanel.transform.GetComponentInChildren <Text>().text = string.Format("<size='27'>{0} : {1} {2}</size>\r\n\r\n<color='grey'>{3}</color>", LocalizationManager.GetText("SkillLevel"), 1, SkillSystem.GetSkillName(heroSkill.id), SkillSystem.GetSkillDescription(heroSkill.id)); } }
/// <summary> /// 初始化技能对象属性 /// </summary> public void Init(Role role) { this.role = role; this.animator = role.GetComponent <Animator>(); this.skill = role.GetComponent <SkillSystem>(); this.Name = GetName(); this.Id = GetId(); this.Cd = GetCd(); this.SkillType = GetSkillType(); this.Hp = GetHp(); this.Mp = GetMp(); this.attackLock = role.GetComponent <AttackLock>(); this.equipmentShow = role.GetComponent <EquipmentShow>(); this.TimeNodeList = new List <TimeNode>(); Effect_Init(); }
public static void SetObtainHero(int id) { HeroData obtainHero = heros.Find(h => h.id == id || h.id.Equals(id)); if (obtainHero != null) { HeroDatabase.AddUser(id); userHeros.Add(obtainHero); SkillSystem.SetObtainSkill(obtainHero.skill); MissionSystem.AddClearPoint(MissionSystem.ClearType.CollectHero); Debugging.Log(id + " 영웅 획득 성공!"); } else { Debugging.LogError("획득할 영웅을 찾지못함 >> " + id); } }
public void RefreshPlayerSkillUI() { List <Skill> playerSkillList = SkillSystem.GetSelectSkillList(); for (int i = 0; i < playerSkillList.Count; i++) { if (playerSkillList[i] != null) { playerSkillPanel.transform.GetChild(i).GetChild(0).GetComponent <Image>().enabled = true; playerSkillPanel.transform.GetChild(i).GetChild(0).GetComponent <Image>().sprite = SkillSystem.GetSkillImage(playerSkillList[i].id); } } for (int i = playerSkillList.Count; i < 2; i++) { playerSkillPanel.transform.GetChild(i).GetChild(0).GetComponent <Image>().enabled = false; } }
public override void Refresh() { base.Refresh(); if (Owner.Interrupt == 0) { if (Control.CoreArrowDown()) { SkillSystem.Cast(0); LeftPressed = false; } //if (Control.MainWPAttackRPress()) //{ // SkillSystem.Cast(1); // LeftPressed = false; //} } }
public static void AddSkill(int id) { string path = Application.persistentDataPath + "/Xml/Skill.Xml"; XmlDocument xmlDoc = new XmlDocument(); if (System.IO.File.Exists(path)) { xmlDoc.LoadXml(System.IO.File.ReadAllText(path)); } //복호화//// XmlElement elmRoot = xmlDoc.DocumentElement; var decrpytData = DataSecurityManager.DecryptData(elmRoot.InnerText); elmRoot.InnerXml = decrpytData; ////////// CreateNode(SkillSystem.GetSkill(id), xmlDoc, path); }
public Charakter(string name, string desc, string img, SkillSystem system) : base(name, desc, img, DateTime.Now) { this.system = system; this.charakterSchemata = new List<CharakterSchema>(); }
public AddierSammlungAufFertigkeiten(XmlReader reader, SkillSystem system) : base(reader) { this.sammlung = system.getElement<Sammlung>(reader.getString("sammlung")); }
public AddierFertigkeitenAufAttribut(XmlReader reader, SkillSystem system) : base(reader) { this.attribut = system.getElement<Attribut>(reader.getString("attribut")); }
public AddierAttributAufFertigkeiten(XmlReader reader, SkillSystem system) : base(reader) { this.rate = reader.getInt("rate"); this.attribut = system.getElement<Attribut>(reader.getString("attribut")); }
public EigenschaftsWahl(XmlReader reader, SkillSystem system) : base(reader) { sammlung = system.getElement<Sammlung>(reader.getString("sammlung")); min = reader.getInt("min"); max = reader.getInt("max"); }