public Skill(UseSkillHandler effect, string name, float skillRange, ESkillType skillType) { Effect = effect; Name = name; SkillRange = skillRange; SkillType = skillType; }
public override IEnumerator UseSkill(UseSkillHandler skill) { BattleSystem.SetState(new ActionChosen(BattleSystem)); BattleSystem.Enemy.GetComponent <CharacterActiveEffects>().TriggerEffects(); BattleSystem.enemyOverTimeEffectManager.RefreshOverTimeEffectUI(); BattleSystem.playerOverTimeEffectManager.RefreshOverTimeEffectUI(); yield return(BattleSystem.StartCoroutine(skill(BattleSystem.Player, BattleSystem.Enemy))); DecideNextState(); }
public override IEnumerator Start() { //orderList[AIOrders.MoveLeft] = () => Move(-1); //orderList[AIOrders.MoveRight] = () => Move(1); //orderList[AIOrders.Attack] = Attack; //orderList[AIOrders.UseSkill] = UseSkill(); MessageSystem.Print("Enemy Turn"); if (BattleSystem.Enemy.Health <= 0) { BattleSystem.SetState(new Won(BattleSystem)); yield break; } BattleSystem.Player.GetComponent <CharacterActiveEffects>().TriggerEffects(); BattleSystem.playerOverTimeEffectManager.RefreshOverTimeEffectUI(); BattleSystem.enemyOverTimeEffectManager.RefreshOverTimeEffectUI(); UseSkillHandler order = BattleSystem.Enemy.GetComponent <EnemyAI>().DecideOrder(BattleSystem); yield return(order(BattleSystem.Enemy, BattleSystem.Player)); DecideNextState(); }
public static void Handle(PacketReader packet, MapleClient c) { if (packet.Length >= 2) { if (ServerConstants.PrintPackets) { ServerConsole.Info("Receiving: {0}", Functions.ByteArrayToStr(packet.ToArray())); } RecvHeader header = (RecvHeader)packet.ReadHeader(); if (header <= RecvHeader.ErrorCode) { switch (header) { #region Miscellaneous case RecvHeader.ErrorCode: ErrorCodeHandler.Handle(c, packet); break; case RecvHeader.BlackCipher: BlackCipherHandler.Handle(packet.ReadInt(), c); break; case RecvHeader.HandShake: ReceiveHandShakeHandler.Handle(c, packet); break; case RecvHeader.CrashReport: break; case RecvHeader.Pong: PongHandler.Handle(c); break; #endregion #region Login Server case RecvHeader.EnteredLoginScreen: EnteredLoginScreenHandler.Handle(c); break; case RecvHeader.ClientLoaded: ClientLoadedHandler.Handle(c); break; case RecvHeader.ShowServerList: case RecvHeader.ReShowServerList: ServerlistRequestHandler.Handle(c); break; case RecvHeader.WorldSelect: WorldSelectHandler.Handle(packet.ReadShort(), c); break; case RecvHeader.CheckCharacterName: CheckCharnameHandler.Handle(c, packet.ReadMapleString()); break; case RecvHeader.CreateCharacter: CreateCharHandler.Handle(c, packet); break; case RecvHeader.DeleteCharacter: DeleteCharacterHandler.Handle(c, packet); break; case RecvHeader.SetAccountPic: SetAccountPicHandler.Handle(c, packet); break; case RecvHeader.ChooseCharacterWithPic: ChooseCharWithPicHandler.Handle(c, packet); break; case RecvHeader.EnterMap: CharacterLoginHandler.Handle(c, packet); break; case RecvHeader.AccountLogin: LoginAccountHandler.Handle(c, packet); break; case RecvHeader.ChooseChannel: ChooseChannelHandler.Handle(c, packet); break; #endregion default: #if DEBUG ServerConsole.Debug("Unhandled recv packet: {0}", Functions.ByteArrayToStr(packet.ToArray())); #endif break; } } else { if (c.Account?.Character?.Map == null) { return; } switch (header) { #region GameServer // Spam packets: case RecvHeader.ClickDialog: case RecvHeader.AttackSpam: case RecvHeader.FinalPactEnd: break; case RecvHeader.PartyResponse: PartyResponseHandler.Handle(c, packet); break; case RecvHeader.PartyOperation: PartyHandler.Handle(c, packet); break; case RecvHeader.RequestRecommendedPartyMembers: RecommendedPartyMembersHandler.Handle(c, packet); break; case RecvHeader.CharacterReceiveDamage: CharacterReceiveDamage.Handle(c, packet); break; case RecvHeader.PlayerChat: PlayerChatHandler.Handle(c, packet); break; case RecvHeader.SpecialChat: SpecialChatHandler.Handle(c, packet); break; case RecvHeader.RequestWeeklyMapleStar: WeeklyMapleStarHandler.Handle(c, packet); return; case RecvHeader.MoveCharacter: MoveCharacterHandler.Handle(c, packet); break; case RecvHeader.EnterMapPortal: EnterMapPortalHandler.Handle(c, packet); break; case RecvHeader.EnterDoor: EnterDoorHandler.Handle(c, packet); break; case RecvHeader.MoveMob: MoveMobHandler.Handle(c, packet); break; case RecvHeader.NpcChat: NpcChatHandler.Handle(c, packet); break; case RecvHeader.NpcShopAction: NpcShopActionHandler.Handle(c, packet); break; case RecvHeader.NpcAnimation: NpcAnimationHandler.Handle(c, packet); break; case RecvHeader.NpcChatMore: NpcChatMoreHandler.Handle(c, packet); break; case RecvHeader.FacialExpression: FacialExpressionHandler.Handle(c, packet); break; case RecvHeader.MeleeAttack: DealDamageHandler.HandleMelee(c, packet, header); break; case RecvHeader.RangedAttack: DealDamageHandler.HandleRanged(c, packet); break; case RecvHeader.PassiveAttack: case RecvHeader.MagicAttack: DealDamageHandler.HandleMagic(c, packet); break; case RecvHeader.DistributeAp: DistributeAPHandler.HandleSingle(c, packet); break; case RecvHeader.AutoAssignAp: DistributeAPHandler.HandleDistribute(c, packet); break; case RecvHeader.DistributeSp: DistributeSPHandler.Handle(c, packet); break; case RecvHeader.UseSkill: UseSkillHandler.Handle(c, packet); break; case RecvHeader.MoveItem: MoveItemHandler.Handle(c, packet); break; case RecvHeader.SlotMerge: InventorySortHandler.HandleSlotMerge(c, packet); break; case RecvHeader.ItemSort: InventorySortHandler.HandleItemSort(c, packet); break; case RecvHeader.ChangeChannel: ChangeChannelHandler.Handle(c, packet); break; case RecvHeader.EnterCashShop: EnterCSHandler.Handle(c, packet); break; case RecvHeader.AutoAggroMob: AutoAggroHandler.Handle(c, packet); break; case RecvHeader.LootMapItem: LootItemHandler.HandlePlayer(c, packet); break; case RecvHeader.RegenerateHpMp: RegenerateHPMPHandler.Handle(c, packet); break; case RecvHeader.ChangeKeybind: KeybindHandler.HandleKeyMapChange(c, packet); break; case RecvHeader.QuickSlotKeyMap: KeybindHandler.HandleQuickSlotKeysChange(c, packet); break; case RecvHeader.CancelBuff: CancelBuffHandler.Handle(c, packet); break; case RecvHeader.CharacterInfoRequest: CharacterInfoRequest.Handle(c, packet); break; case RecvHeader.QuestAction: QuestActionHandler.Handle(c, packet); break; case RecvHeader.EnterMapPortalSpecial: EnterMapPortalSpecialHandler.Handle(c, packet); break; case RecvHeader.GuildAction: GuildActionHandler.Handle(c, packet); break; case RecvHeader.DropMeso: DropMesoHandler.Handle(c, packet); break; case RecvHeader.Trade: TradeHandler.Handle(c, packet); break; case RecvHeader.UseConsumable: UseItemHandler.Handle(c, packet); break; case RecvHeader.UseReturnScroll: UseItemHandler.HandleReturnScroll(c, packet); break; case RecvHeader.UseEquipScroll: UseScrollHandler.HandleRegularEquipScroll(c, packet); break; case RecvHeader.UseSpecialEquipScroll: UseScrollHandler.HandleSpecialEquipScroll(c, packet); break; case RecvHeader.UseEquipEnhancementScroll: UseScrollHandler.HandleEquipEnhancementScroll(c, packet); break; case RecvHeader.UseCashItem: UseSpecialItemHandler.Handle(c, packet); break; case RecvHeader.UsePotentialScroll: UseScrollHandler.HandlePotentialScroll(c, packet); break; case RecvHeader.UseBonusPotentialScroll: UseScrollHandler.HandleBonusPotentialScroll(c, packet); break; case RecvHeader.UseCube: UseScrollHandler.HandleCube(c, packet); break; case RecvHeader.UseMagnifyGlass: UseMagnifyingGlassHandler.Handle(c, packet); break; case RecvHeader.SetSkillMacro: SetSkillMacroHandler.Handle(c, packet); break; case RecvHeader.ProffesionReactorAction: ProfessionReactorActionHandler.Handle(c, packet); break; case RecvHeader.ProffesionReactorDestroy: ProfessionReactorActionHandler.HandleDestroy(c, packet); break; case RecvHeader.ReactorAction: ReactorActionHandler.Handle(c, packet); break; case RecvHeader.CraftDone: CraftHandler.HandleCraftDone(c, packet); break; case RecvHeader.CraftEffect: CraftHandler.HandleCraftEffect(c, packet); break; case RecvHeader.CraftMake: CraftHandler.HandleCraftMake(c, packet); break; case RecvHeader.CraftUnk: CraftHandler.HandleUnk(c, packet); break; case RecvHeader.GainAranCombo: AranComboHandler.HandleGain(c); break; case RecvHeader.DecayAranCombo: AranComboHandler.HandleDecay(c); break; case RecvHeader.BlackBlessing: BlackBlessingHandler.Handle(c); break; case RecvHeader.RequestHyperskillInfo: HyperskillInfoRequestHandler.Handle(c, packet); return; case RecvHeader.SkillSwipe: StealSkillHandler.HandleSkillSwipe(c, packet); break; case RecvHeader.ChooseStolenSkill: StealSkillHandler.HandleChooseSkill(c, packet); break; case RecvHeader.StealSkill: StealSkillHandler.HandleStealSkill(c, packet); break; case RecvHeader.MessengerOperation: MapleMessengerHandler.Handle(c, packet); break; case RecvHeader.MoveSummon: SummonHandler.HandleMove(c, packet); break; case RecvHeader.SummonAttack: SummonHandler.HandleAttack(c, packet); break; case RecvHeader.SummonUseSkill: SummonHandler.HandleSkill(c, packet); break; case RecvHeader.RemoveSummon: SummonHandler.HandleRemove(c, packet); break; case RecvHeader.FindPlayer: FindPlayerHandler.Handle(c, packet); break; case RecvHeader.BuddyOperation: BuddyOperationHandler.Handle(c, packet); break; case RecvHeader.UseGoldenHammer: UseGoldenHammerHandler.Handle(c, packet); break; #endregion #region CashShop case RecvHeader.CashshopSelect: CashShop.Select(c, packet); break; #endregion default: #if DEBUG ServerConsole.Debug("Unhandled recv packet: {0}", Functions.ByteArrayToStr(packet.ToArray())); #endif c.Account.Character.EnableActions(); break; } } } }
public virtual IEnumerator UseSkill(UseSkillHandler skill) { yield break; }
public void OnSkillButton(UseSkillHandler skill) { StartCoroutine(State.UseSkill(skill)); }