public IEnumerator Spell(SpellCommand spellCommand) { BattleCharacter owner = spellCommand.owner; int spellMp = spellCommand.spellData.mp; string spellMessage = spellCommand.owner.CharacterName + "はじゅもんをとなえた"; yield return(StartCoroutine(message.ShowAuto(spellMessage))); if (owner.status.mp <= spellMp) { yield return(StartCoroutine(message.ShowAuto("しかし MPが たりない!"))); yield break; } owner.GainMp(spellMp); yield return(StartCoroutine(effectExecutor.Execution(spellCommand))); yield break; }
public async Task <SpellCommand> UdateSpellCommand(SpellCommand spellCommand) { var sc = _context.SpellCommands.Find(spellCommand.SpellCommandId); if (sc == null) { return(spellCommand); } try { sc.Command = spellCommand.Command; sc.Name = spellCommand.Name; _context.SaveChanges(); } catch (Exception ex) { throw ex; } return(sc); }
public async Task <SpellCommand> InsertSpellCommand(SpellCommand spellCommand) { return(await _repo.Add(spellCommand)); }
internal SpellCommandToolInvokeArgs(IHtmlEditor associatedEditor, SpellCommand invokedCommand) { AssociatedEditor = associatedEditor; InvokedCommand = invokedCommand; }
public void OnClick(Spell spellData) { SpellCommand spell = new SpellCommand(spellData); BattleInputController.instance.SelectCommand(spell); }
// when this stuff gets enabled, no gameplay is allowed as of right now //private void Awake() //{ // List<GameObject> neverUnloadRootObjects = new List<GameObject>(); // Scene neverUnload = SceneManager.GetSceneByName("NeverUnload"); // neverUnload.GetRootGameObjects(neverUnloadRootObjects); // // spell button objects // BigSpellW.SetActive(true); // BigSpellQ.SetActive(true); // SmallSpellW.SetActive(true); // SmallSpellQ.SetActive(true); // // enemy objects // currentEnemy.SetActive(true); // EnemyUI.SetActive(true); // // find game objects // BigSpellW = GameObject.Find("BigSpellW"); // BigSpellQ = GameObject.Find("BigSpellQ"); // SmallSpellW = GameObject.Find("SmallSpellW"); // SmallSpellQ = GameObject.Find("SmallSpellQ"); // currentEnemy = GameObject.Find("currentEnemy"); // EnemyUI = GameObject.Find("EnemyUI"); //} //TODO Alex changement for Keegan : change function from Start to Awake private void Awake() { List <GameObject> neverUnloadRootObjects = new List <GameObject>(); Scene neverUnload = SceneManager.GetSceneByName("NeverUnload"); neverUnload.GetRootGameObjects(neverUnloadRootObjects); //// enemy objects //currentEnemy.SetActive(true); //EnemyUI.SetActive(true); //// find game objects ///TODO Alex changements for Keegan, I completed the Find() function. BigSpellW = GameObject.Find("PlayerUI/BigUI/BigSpellSlotW"); BigSpellQ = GameObject.Find("PlayerUI/BigUI/BigSpellSlotQ"); SmallSpellW = GameObject.Find("PlayerUI/SmallUI/SmallSpellSlotW"); SmallSpellQ = GameObject.Find("PlayerUI/SmallUI/SmallSpellSlotQ"); // spell button objects //BigSpellW.SetActive(true); //BigSpellQ.SetActive(true); //SmallSpellW.SetActive(true); //SmallSpellQ.SetActive(true); //currentEnemy = GameObject.Find("currentEnemy"); //EnemyUI = GameObject.Find("EnemyUI"); _BigTextHP = _PublicVariableHolder._BigTextHP; _SmallTextHP = _PublicVariableHolder._SmallTextHP; /* * _BigSpellQ = _PublicVariableHolder._BigSpellQ; * _BigSpellW = _PublicVariableHolder._BigSpellW; * _SmallSpellQ = _PublicVariableHolder._SmallSpellQ; * _SmallSpellW = _PublicVariableHolder._SmallSpellW; */ _HealImage = _PublicVariableHolder._HealImage; _ExplosionImage = _PublicVariableHolder._ExplosionImage; _ShieldImage = _PublicVariableHolder._ShieldImage; _StunImage = _PublicVariableHolder._StunImage; _BigPicture = _PublicVariableHolder._BigPicture; _SmallPicture = _PublicVariableHolder._SmallPicture; _BoySprite = _PublicVariableHolder._BoySprite; _GirlSprite = _PublicVariableHolder._GirlSprite; _SmallSlider = _PublicVariableHolder._SmallSlider; _BigSlider = _PublicVariableHolder._BigSlider; _GirlHealthUI = _PublicVariableHolder._GirlHealthUI; _BoyHealthUI = _PublicVariableHolder._BoyHealthUI; _GirlSpellCommandScript = _PublicVariableHolder._GirlSpellCommandScript; _BoySpellCommandScript = _PublicVariableHolder._BoySpellCommandScript; _BigQCooldowntext = _PublicVariableHolder._BigQCooldowntext; _BigWCooldowntext = _PublicVariableHolder._BigWCooldowntext; _SmallQCooldowntext = _PublicVariableHolder._SmallQCooldowntext; _SmallWCooldowntext = _PublicVariableHolder._SmallWCooldowntext; _CooldownBigQImage = _PublicVariableHolder._CooldownBigQImage; _CooldownBigWImage = _PublicVariableHolder._CooldownBigWImage; _CooldownSmallQImage = _PublicVariableHolder._CooldownSmallQImage; _CooldownSmallWImage = _PublicVariableHolder._CooldownSmallWImage; _GirlMovementScript = _PublicVariableHolder._GirlMovementScript; _BoyMovementScript = _PublicVariableHolder._BoyMovementScript; EnemyUI = _PublicVariableHolder.EnemyUI; EnemyNameUI = _PublicVariableHolder.EnemyNameUI; CurrentEnemyHPUI = _PublicVariableHolder.CurrentEnemyHPUI; SliderEnemyHPUI = _PublicVariableHolder.SliderEnemyHPUI; BigSpellQ = _PublicVariableHolder.BigSpellQ; BigSpellW = _PublicVariableHolder.BigSpellW; SmallSpellQ = _PublicVariableHolder.SmallSpellQ; SmallSpellW = _PublicVariableHolder.SmallSpellW; }
public SpellAssociatedRecords SP_GetSpellCommands_old(int spellId, int RuleSetID) { SpellAssociatedRecords result = new SpellAssociatedRecords(); List <SpellCommand> _spellCommand = new List <SpellCommand>(); List <BuffAndEffect> _BuffAndEffects = new List <BuffAndEffect>(); List <BuffAndEffect> _selectedBuffAndEffects = new List <BuffAndEffect>(); string connectionString = _configuration.GetSection("ConnectionStrings").GetSection("DefaultConnection").Value; // string qry = "EXEC Spell_GetSpellCommands @SpellId = '" + spellId + "'"; SqlConnection connection = new SqlConnection(connectionString); SqlCommand command = new SqlCommand(); SqlDataAdapter adapter = new SqlDataAdapter(); DataSet ds = new DataSet(); try { connection.Open(); command = new SqlCommand("Spell_GetSpellCommands", connection); // Add the parameters for the SelectCommand. command.Parameters.AddWithValue("@SpellId", spellId); command.Parameters.AddWithValue("@RulesetID", RuleSetID); command.CommandType = CommandType.StoredProcedure; adapter.SelectCommand = command; adapter.Fill(ds); command.Dispose(); connection.Close(); } catch (Exception ex) { command.Dispose(); connection.Close(); } if (ds.Tables[0].Rows.Count > 0) { foreach (DataRow row in ds.Tables[0].Rows) { SpellCommand _spellCmd = new SpellCommand(); _spellCmd.Command = row["Command"] == DBNull.Value ? null : row["Command"].ToString(); _spellCmd.SpellId = row["SpellId"] == DBNull.Value ? 0 : Convert.ToInt32(row["SpellId"].ToString()); _spellCmd.SpellCommandId = row["SpellCommandId"] == DBNull.Value ? 0 : Convert.ToInt32(row["SpellCommandId"].ToString()); _spellCmd.IsDeleted = row["IsDeleted"] == DBNull.Value ? false : Convert.ToBoolean(row["IsDeleted"]); _spellCmd.Name = row["Name"] == DBNull.Value ? null : row["Name"].ToString(); _spellCommand.Add(_spellCmd); } } if (ds.Tables[1].Rows.Count > 0) { foreach (DataRow row in ds.Tables[1].Rows) { BuffAndEffect i = new BuffAndEffect(); i.BuffAndEffectId = row["BuffAndEffectId"] == DBNull.Value ? 0 : Convert.ToInt32(row["BuffAndEffectId"]); i.RuleSetId = row["RuleSetId"] == DBNull.Value ? 0 : Convert.ToInt32(row["RuleSetId"]); i.Name = row["Name"] == DBNull.Value ? null : row["Name"].ToString(); i.ImageUrl = row["ImageUrl"] == DBNull.Value ? null : row["ImageUrl"].ToString(); _BuffAndEffects.Add(i);///////// } } if (ds.Tables[2].Rows.Count > 0) { foreach (DataRow row in ds.Tables[2].Rows) { BuffAndEffect i = new BuffAndEffect(); i.BuffAndEffectId = row["BuffAndEffectId"] == DBNull.Value ? 0 : Convert.ToInt32(row["BuffAndEffectId"]); i.RuleSetId = row["RuleSetId"] == DBNull.Value ? 0 : Convert.ToInt32(row["RuleSetId"]); i.Name = row["Name"] == DBNull.Value ? null : row["Name"].ToString(); i.ImageUrl = row["ImageUrl"] == DBNull.Value ? null : row["ImageUrl"].ToString(); _selectedBuffAndEffects.Add(i);/////// } } result.SpellCommands = _spellCommand; result.BuffAndEffectsList = _BuffAndEffects; result.SelectedBuffAndEffects = _selectedBuffAndEffects; return(result); }