コード例 #1
0
ファイル: Barrage.cs プロジェクト: gif-hara/Ferry
        public IObservable <Unit> OnGiveDamage(BattleSystem battleSystem, BattleCharacter attacker, BattleCharacter target)
        {
            return(Observable.Defer(() =>
            {
                var damageResult = BattleCalcurator.GetDamage(attacker, target, attackAttribute, BattleCalcurator.GetBarrageDamageRate(Level), false);
                target.TakeDamageRaw(damageResult.damage);
                battleSystem.AddLog(ScriptLocalization.UI.Sentence_Attack.Format(attacker.CurrentSpec.Name, target.CurrentSpec.Name, damageResult.damage));

                return Observable.Timer(TimeSpan.FromSeconds(1.0f)).AsUnitObservable();
            }));
        }
コード例 #2
0
    public override void Use()
    {
        base.Use();
        bs = BattleSystem.Instance;

        int dmg = (int)(bs.player.stats.Atk.Val * dmgscale);

        Debug.Log("Atakuje " + dmg);
        bs.enemy.stats.TakeDamage(-dmg);
        bs.afterEffects += Ignite;
    }
コード例 #3
0
ファイル: Heal.cs プロジェクト: zwalone/TheDude
    public override void Use()
    {
        base.Use();
        bs = BattleSystem.Instance;

        bs.player.stats.Hp = healValue;
        bs.GUI.SetInfo("Heal +" + healValue + "HP");

        bs.player.stats.Def.AddModifire(defBuff);
        bs.GUI.SetInfo("Def Buff +" + defBuff + " Armor");
    }
コード例 #4
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ファイル: ControllerAi.cs プロジェクト: JoelJ/ld-48
    public override void _Ready() {
        _battleSystem = GetNode<BattleSystem>("/root/BattleSystem");
        
        _heartBeat = GetNode<HeartBeat>("/root/HeartBeat");
        _heartBeat.SafeConnect(nameof(HeartBeat.OnHeartBeat), this, nameof(OnHeartBeat));

        _root = this.FindRoot();
        _vision = _root.AsNode().GetNode<Vision>();

        _hitWallSfx = this.GetNode<SfxPlayer>();
    }
コード例 #5
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    protected override void OnApplyEffect(BattleSystem battleSystem, Character character)
    {
        switch (_actionType)
        {
        case AddRemoveType.Add: character.Slot.FieldSide.AddEffect(_fieldEffectType); break;

        case AddRemoveType.Remove: character.Slot.FieldSide.RemoveEffect(_fieldEffectType); break;

        case AddRemoveType.RemoveAll: character.Slot.FieldSide.RemoveAllEffects(); break;
        }
    }
コード例 #6
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 protected override void CountTime(RoundPeriod roundPeriod)
 {
     if (RoundPeriod == roundPeriod)
     {
         bigMagic.countTimeAction(roundPeriod, BattleSystem.GetUseMagic());
     }
     if (bigMagic.endTurn <= 0)
     {
         Remove = true;
     }
 }
コード例 #7
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    void Awake()
    {
        if (GetComponent <Animator>() != null)
        {
            animator = GetComponent <Animator>();
        }
        battleSystem = FindObjectOfType <BattleSystem>();
        eventSystem  = FindObjectOfType <EventSystem>();

        StartCoroutine(WaitBeforeDiceSetup());
    }
コード例 #8
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        // Creates a new game with the characters and monsters from the PickCharacter page
        public void NewBattle(List <Character> cList, List <Monster> mList)
        {
            running = true;

            MonsterList  = mList;
            SaveScore    = new Score();
            battleSystem = new BattleSystem(cList, mList, SaveScore);
            State        = "BattlePage";

            running = false;
        }
コード例 #9
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        // Continues a previous battle from the BattleRest page
        public void ContinueBattle(List <Character> cList, Score score, int bCount)
        {
            running = true;

            BattleCount  = bCount;
            SaveScore    = score;
            battleSystem = new BattleSystem(cList, MonsterList, SaveScore, bCount);
            State        = "BattlePage";

            running = false;
        }
コード例 #10
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        public void Initialize(HandView HandRef, BoardView BoardRef, DiscardSectionView DiscardSectionRef)
        {
            HandCached           = HandRef;
            BoardCached          = BoardRef;
            DiscardSectionCached = DiscardSectionRef;

            BattleSystem.Get().OnDrawCards += DrawCards;
            BattleSystem.Get().OnDiscardAllCardsFromTimeline += DiscardAllCardsFromTimeline;
            BattleSystem.Get().OnEnemyChanged += RegenerateBoard;
            BattleSystem.Get().OnDiscardCardsFromDiscardSection += DiscardCardsFromDiscardSection;
        }
コード例 #11
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 public bool AreAllEnemiesDead(BattleSystem battleSystem)
 {
     for (int i = 0; i < 5; i++)
     {
         if (battleSystem.EnemyPrefabsInBattle[i] != null)
         {
             return(false);
         }
     }
     return(true);
 }
コード例 #12
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 protected override void DecideNextState()
 {
     if (BattleSystem.Player.GetComponent <Controller>().Health <= 0)
     {
         BattleSystem.SetState(new Lost(BattleSystem));
     }
     else
     {
         BattleSystem.SetState(new PlayerTurn(BattleSystem));
     }
 }
コード例 #13
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 public bool AreAllPlayerDead(BattleSystem battleSystem)
 {
     for (int i = 0; i < GameManger.gameManger.party.PlayerParty.Count; i++)
     {
         if (battleSystem.PlayerPrefabsInBattle[i] != null)
         {
             return(false);
         }
     }
     return(true);
 }
コード例 #14
0
 /// <summary>
 /// 战斗必胜修改
 /// </summary>
 /// <param name="__instance"></param>
 private static void BattleSystem_Update_Postfix(BattleSystem __instance)
 {
     if (!TaiwuEditor.enabled || !TaiwuEditor.settings.BattleMustWin.Value)
     {
         return;
     }
     if (TaiwuEditor.settings.Hotkey.BattleMustWin.Value.IsDown())
     {
         __instance.SetRealDamage(isActor: false, 0, 15, 1000000, __instance.ActorId(isActor: false), __instance.largeSize, getWin: true);
     }
 }
コード例 #15
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    private void Awake()
    {
        Battle = new BattleSystem();

        Battle.OnChangeState += Battle_OnChangeState;
        Battle.OnIntroBegin  += Battle_OnIntroBegin;

        Global.BattleManager = this;

        EFX = GameObject.Find("EfxManager").GetComponent <EfxManager>();
        SFX = GameObject.Find("SfxManager").GetComponent <SfxHelper>();
    }
コード例 #16
0
    public void TriggerPressedCancel()
    {
        if (battleSystem == null)
        {
            if ((battleSystem = FindObjectOfType <BattleSystem>()) == null)
            {
                return;
            }
        }

        battleSystem.PressedCancel();
    }
コード例 #17
0
    public static void SavePlayer(BattleSystem battleSystem)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/player.data";

        FileStream stream = new FileStream(path, FileMode.Create);

        PlayerData data = new PlayerData(battleSystem);

        formatter.Serialize(stream, data);
        stream.Close();
    }
コード例 #18
0
 public override void Use()
 {
     base.Use();
     bs = BattleSystem.Instance;
     counter++;
     bs.GUI.SetInfo("Bomb Planted");
     if (explodeTime == -1)
     {
         explodeTime      = bs.turn + 3;
         bs.afterEffects += Explode;
     }
 }
コード例 #19
0
            public static void Postfix(BattleSystem __instance, ref int __result, bool isActor)//厚颜,2010
            {
                int ID = DateFile.instance.MianActorID();

                if (isActor && IsEquipped(ID, "2010"))
                {
                    float charmBouns = (int.Parse(DateFile.instance.GetActorDate(ID, 15, true)) + 900) / 900;
                    __result = (int)(__result * charmBouns);
                    BattleSystem.instance.ShowBattleState(50010, true, 0);
                    //   YanLib.DataManipulator.Actor.DumpActorData(ID, false, false, @"C:\Users\75283\Desktop\MianActor");
                }
            }
コード例 #20
0
    public override void EnterState(BattleSystem battleSystem)
    {
        PopulatePrefabsInBattle(battleSystem);

        PopulateCharactersInBattle(battleSystem);

        ResetCharactersHealthToFull(battleSystem);

        GiveCharactersInBattleHealthbars(battleSystem);

        battleSystem.TransitionToState(battleSystem.whosNextState);
    }
コード例 #21
0
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
        _battleField      = FindObjectOfType <BattleField>();
        _battleSystem     = FindObjectOfType <BattleSystem>();

        _battleField.SetupBattleField(_characterDatabase._partyMembersObjects, _characterDatabase._enemyObjects);
        _characterDatabase.InitializeCharacterDatabase(_battleField._playerCharacters);
        _battleSystem.InitializeBattleSystem();

        _characterDatabase.UpdateBattlerCharacterStats();
    }
コード例 #22
0
    private void KILLALL()
    {
        if (battleSystem == null)
        {
            if ((battleSystem = FindObjectOfType <BattleSystem>()) == null)
            {
                return;
            }
        }

        battleSystem.KillAllEnemies();
    }
コード例 #23
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    protected override void OnExecute(BattleSystem battleSystem)
    {
        _executionsTotal++;

        TriggerCompletion();

        if (Expired)
        {
            LogEx.Log <Lifetime>(name + "'s life expired.");
            battleSystem.Log(ExpiryMessage);
        }
    }
コード例 #24
0
ファイル: BattleQueue.cs プロジェクト: Trainfire/BattleSystem
 void OnEnterStatusUpdate(BattleSystem battleSystem)
 {
     // Find existing status effects on each player and register each one.
     battleSystem.ActiveCharacters.ForEach(x =>
     {
         if (x.Status.Effect != null)
         {
             Debug.LogFormat("Registering status update for '{0}'", x.name);
             RegisterStatusUpdate(x.Status.Effect);
         }
     });
 }
コード例 #25
0
 public bool DidEveryoneTakeATurn(BattleSystem battleSystem)
 {
     if (battleSystem.charactersInBattle.Count == 0)
     {
         RePopulateCharactersInBattle(battleSystem);
         return(true);
     }
     else
     {
         return(false);
     }
 }
コード例 #26
0
 public override IEnumerator UseMove1()
 {
     Debug.Log(BattleSystem.attackChoiceButtons[0].GetComponentInChildren <Text>().text);
     BattleSystem.currentAttackMove = BattleSystem.FindMove(BattleSystem.attackChoiceButtons[0].GetComponentInChildren <Text>().text);
     if ((BattleSystem.playerUnit.CurrentActionPoints - BattleSystem.currentAttackMove.moveAPCost) < 0)
     {
         BattleSystem.AddDialogue("Not enough Ap! Wow you suck, how did you manage that haha!");
         yield break;
     }
     BattleSystem.SetAttackState(new PlayerTurn(BattleSystem));
     yield break;
 }
コード例 #27
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 private void PlayerWins(BattleSystem battleSystem)
 {
     if (GameManger.gameManger.bossBattle)
     {
         battleSystem.EndBattleScreen.transform.GetChild(0).GetComponent <Text>().text = "Player Wins! :o GAME COMPLETE";
     }
     else
     {
         GiveXPToAlivePlayers(battleSystem);
         battleSystem.EndBattleScreen.transform.GetChild(0).GetComponent <Text>().text = "Player Wins! :D";
     }
 }
コード例 #28
0
    // EXPERIMENTAL //

    /*
     * private Vector3 lastPos;
     * private int rotDirY = 0;
     * private bool rotate = false;
     * float threshold = 0.0f;
     */
    // EXPERIMENTAL //


    // Start is called before the first frame update
    public void Start()
    {
        agent           = this.GetComponent <NavMeshAgent>();
        bS              = GameObject.FindGameObjectWithTag("BattleSystem").GetComponent <BattleSystem>();
        currentHp       = maxHp;
        slider.maxValue = maxHp;
        slider.value    = maxHp;

        // EXPERIMENTAL
        //lastPos = transform.position;
        // EXPERIMENTAL
    }
コード例 #29
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        public void ExecuteEvent()
        {
            BattleSystem battleSystem = GameObject.Find("BattleSystem").GetComponent <BattleSystem>();
            GameObject   player       = GameObject.Find("PlayerShip");
            GameObject   AIShipClone  = (GameObject)Object.Instantiate(AIShip, new Vector3(player.transform.position.x + 25, player.transform.position.y, 0), Quaternion.identity);

            AIShipClone.transform.parent = player.transform;
            ship = AIShipClone.GetComponent <Ship>();
            ship.Initialize();
            battleSystem.PassAIToBattle(ship);
            Debug.Log("Executing EnemyEngagement event");
        }
コード例 #30
0
 protected void Relay(BattleSystem battleSystem)
 {
     foreach (var action in GetComponents <TargetedAction>())
     {
         if (action != this)
         {
             action.SetSource(Source);
             action.SetReciever(Reciever);
             battleSystem.RegisterAction(action);
         }
     }
 }
コード例 #31
0
ファイル: BuffControl.cs プロジェクト: sunny352/BattleSystem
 public BuffControl(BattleSystem battleSys)
 {
     BattleSys = battleSys;
 }
コード例 #32
0
 // Use this for initialization
 public void Awake()
 {
     _battleGUI = this.GetComponent<BattleGUI> ();
     _battleSystem = this;
 }
コード例 #33
0
ファイル: Game.cs プロジェクト: TeamVlissides/SourceRepo
        private void initialize()
        {
            /* start initialize */

            int choice, i;
            String[] classes = new String[ 6 ] { "Warrior", "Theif", "Monk", "White Mage", "Black Mage", "Red Mage" };
            String name;
            Character[] characters = new Character[ Party.MAXPARTY ];

            for (i = 0; i < Party.MAXPARTY; i++)
            {/* start loop */

                mView.sendOutput("What class type do you want? You get 3.");
                mView.sendOutput(classes.GetEnumerator(), TypeEnum.STRING);
                choice = (int)mView.getInput(TypeEnum.INT);
                name = (string)mView.getInput(TypeEnum.STRING);

                characters[ i ] = CharacterCreationFactory(choice, name);

            }/* end loop */

            mGoodGuys = new Party(characters);
            mBattle = new BattleSystem(this, mGoodGuys);
            mDungeon = new Dungeon(this, mGoodGuys);
        }
コード例 #34
0
ファイル: TextView.cs プロジェクト: TeamVlissides/SourceRepo
        public void RecieveBattleOutput(BattleSystem.BattleEvent ourEvent)
        {
            /* start RecieveBattleOutput */

            Console.WriteLine(ourEvent.toString());
            Console.WriteLine(ourEvent.User.Name + " has " + ourEvent.User.CurrentHealth + " health and " + ourEvent.User.CurrentMana + " mana.");
            Console.WriteLine(ourEvent.Target.Name + " has " + ourEvent.Target.CurrentHealth + " health and " + ourEvent.Target.CurrentMana + " mana.");
        }
コード例 #35
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    public void LoadData()
    {
        ArrayList data = XMLHandler.LoadXML(dir+filename);

        this.system = new BattleSystem();
        this.menu = new BattleMenu();
        this.end = new BattleEnd();
        this.cam = new BattleCam();
        this.control = new BattleControl();

        this.effectTextSettings = new BattleTextSettings();
        this.missTextSettings = new BattleTextSettings("Miss");
        this.blockTextSettings = new BattleTextSettings("Block");
        this.castCancelTextSettings = new BattleTextSettings("Cast canceled");
        this.levelUpTextSettings = new BattleTextSettings("Level up!");
        this.classLevelUpTextSettings = new BattleTextSettings("Class level up!");
        this.counterText = new ArrayList();
        this.allAlliesText = new ArrayList();
        this.allEnemiesText = new ArrayList();
        this.stealItemText = new ArrayList();
        this.stealItemFailText = new ArrayList();
        this.stealMoneyText = new ArrayList();
        this.stealMoneyFailText = new ArrayList();
        this.battleStartText = new ArrayList();
        this.battleVictoryText = new ArrayList();
        this.battleDefeatText = new ArrayList();
        this.battleEscapeText = new ArrayList();

        for(int i=0; i<DataHolder.Languages().GetDataCount(); i++)
        {
            this.counterText.Add("Counter attack");
            this.allAlliesText.Add("All allies");
            this.allEnemiesText.Add("All enemies");
            this.stealItemText.Add("%n stole %");
            this.stealItemFailText.Add("Steal failed");
            this.stealMoneyText.Add("%n stole %");
            this.stealMoneyFailText.Add("Steal failed");
            this.battleStartText.Add("Fight!");
            this.battleVictoryText.Add("Victory");
            this.battleDefeatText.Add("You are defeated");
            this.battleEscapeText.Add("You escaped");
        }

        if(data.Count > 0)
        {
            foreach(Hashtable entry in data)
            {
                if(entry[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLESYSTEM)
                {
                    if(entry.ContainsKey(XMLHandler.NODES))
                    {
                        ArrayList subs = entry[XMLHandler.NODES] as ArrayList;
                        foreach(Hashtable val in subs)
                        {
                            if(val[XMLHandler.NODE_NAME] as string == BattleSystemData.SYSTEM)
                            {
                                this.system.type = (BattleSystemType)System.Enum.Parse(
                                        typeof(BattleSystemType), (string)val["type"]);
                                if(val.ContainsKey("enemycounting"))
                                {
                                    this.system.enemyCounting = (EnemyCounting)System.Enum.Parse(
                                            typeof(EnemyCounting), (string)val["enemycounting"]);
                                }
                                this.system.turnCalc = int.Parse((string)val["turncalc"]);
                                if(val.ContainsKey("starttimecalc")) this.system.startTimeCalc = int.Parse((string)val["starttimecalc"]);
                                this.system.defendFormula = int.Parse((string)val["defendformula"]);
                                this.system.escapeFormula = int.Parse((string)val["escapeformula"]);
                                this.system.actionBorder = int.Parse((string)val["actionborder"]);
                                if(val.ContainsKey("menuborder"))
                                {
                                    this.system.menuBorder = int.Parse((string)val["menuborder"]);
                                }
                                else this.system.menuBorder = this.system.actionBorder;
                                if(val.ContainsKey("maxtimebar"))
                                {
                                    this.system.maxTimebar = int.Parse((string)val["maxtimebar"]);
                                }
                                else this.system.maxTimebar = this.system.actionBorder;

                                if(val.ContainsKey("enablemultichoice")) this.system.enableMultiChoice = true;
                                if(val.ContainsKey("useallactions")) this.system.useAllActions = true;

                                if(val.ContainsKey("usetimebaraction"))
                                {
                                    this.system.useTimebarAction = (UseTimebarAction)System.Enum.Parse(
                                            typeof(UseTimebarAction), (string)val["usetimebaraction"]);
                                }

                                this.system.activeCommand = bool.Parse((string)val["activecommand"]);
                                this.system.actionPause = bool.Parse((string)val["actionpause"]);
                                if(val.ContainsKey("dynamiccombat"))
                                {
                                    this.system.dynamicCombat = true;
                                    if(val.ContainsKey("mintimebetween"))
                                    {
                                        this.system.minTimeBetween = float.Parse((string)val["mintimebetween"]);
                                    }
                                }
                                if(val.ContainsKey("playdamageanim")) this.system.playDamageAnim = true;
                                if(val.ContainsKey("blockautoatkmenu")) this.system.blockAutoAttackMenu = true;
                                if(val.ContainsKey("turnbonuses"))
                                {
                                    this.system.turnBonuses = true;
                                    this.system.statusBonus = new int[int.Parse((string)val["turnbonuses"])];
                                }
                                if(val.ContainsKey("revivesets"))
                                {
                                    this.system.reviveAfterBattle = true;
                                    int count = int.Parse((string)val["revivesets"]);
                                    this.system.reviveSetStatus = new bool[count];
                                    this.system.reviveStatus = new int[count];
                                }
                                if(val.ContainsKey("startstatuses"))
                                {
                                    this.system.startBattleStatusSettings = true;
                                    int count = int.Parse((string)val["startstatuses"]);
                                    this.system.startSetStatus = new bool[count];
                                    this.system.startStatus = new int[count];
                                }
                                if(val.ContainsKey("endstatuses"))
                                {
                                    this.system.endBattleStatusSettings = true;
                                    int count = int.Parse((string)val["endstatuses"]);
                                    this.system.endSetStatus = new bool[count];
                                    this.system.endStatus = new int[count];
                                }
                                if(val.ContainsKey("attacktimebaruse"))
                                {
                                    this.system.attackEndTurn = false;
                                    this.system.attackTimebarUse = float.Parse((string)val["attacktimebaruse"]);
                                }
                                if(val.ContainsKey("itemtimebaruse"))
                                {
                                    this.system.itemEndTurn = false;
                                    this.system.itemTimebarUse = float.Parse((string)val["itemtimebaruse"]);
                                }
                                if(val.ContainsKey("defendtimebaruse"))
                                {
                                    this.system.defendEndTurn = false;
                                    this.system.defendTimebarUse = float.Parse((string)val["defendtimebaruse"]);
                                }
                                if(val.ContainsKey("escapetimebaruse"))
                                {
                                    this.system.escapeEndTurn = false;
                                    this.system.escapeTimebarUse = float.Parse((string)val["escapetimebaruse"]);
                                }
                                if(val.ContainsKey("atbtickinterval"))
                                {
                                    this.system.atbTickInterval = float.Parse((string)val["atbtickinterval"]);
                                }
                                if(val.ContainsKey("battlerange"))
                                {
                                    this.system.battleRange = float.Parse((string)val["battlerange"]);
                                }
                                if(val.ContainsKey("airange"))
                                {
                                    this.system.aiRange = float.Parse((string)val["airange"]);
                                }
                                if(val.ContainsKey("airechecktime"))
                                {
                                    this.system.aiRecheckTime = float.Parse((string)val["airechecktime"]);
                                }
                                if(val.ContainsKey("blockcontrolmenu")) this.system.blockControlMenu = true;
                                if(val.ContainsKey("blockcontrolaction")) this.system.blockControlAction = true;
                                if(val.ContainsKey("blockmse")) this.system.blockMSE = true;
                                if(val.ContainsKey("freezeaction")) this.system.freezeAction = true;

                                if(val.ContainsKey("enemyspots"))
                                {
                                    this.system.enemySpot = new Vector3[int.Parse((string)val["enemyspots"])];
                                    this.system.enemySpotPA = new Vector3[this.system.enemySpot.Length];
                                    this.system.enemySpotEA = new Vector3[this.system.enemySpot.Length];
                                }
                                if(val.ContainsKey("spotdistance"))
                                {
                                    this.system.spotOnGround = true;
                                    this.system.spotDistance = float.Parse((string)val["spotdistance"]);
                                    this.system.spotLayer = int.Parse((string)val["spotlayer"]);
                                    if(val.ContainsKey("spotx"))
                                    {
                                        this.system.spotOffset = VectorHelper.FromHashtable(val, "spotx", "spoty", "spotz");
                                    }
                                }
                                if(val.ContainsKey("enablepaspots")) this.system.enablePASpots = true;
                                if(val.ContainsKey("enableeaspots")) this.system.enableEASpots = true;

                                if(val.ContainsKey(XMLHandler.NODES))
                                {
                                    ArrayList s = val[XMLHandler.NODES] as ArrayList;
                                    foreach(Hashtable ht in s)
                                    {
                                        if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BONUS)
                                        {
                                            this.system.statusBonus[int.Parse((string)ht["id"])] = int.Parse((string)ht["value"]);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.REVIVE)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            this.system.reviveSetStatus[id] = true;
                                            this.system.reviveStatus[id] = int.Parse((string)ht["value"]);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.STARTSTATUS)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            this.system.startSetStatus[id] = true;
                                            this.system.startStatus[id] = int.Parse((string)ht["value"]);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ENDSTATUS)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            this.system.endSetStatus[id] = true;
                                            this.system.endStatus[id] = int.Parse((string)ht["value"]);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.PARTYADVANTAGE)
                                        {
                                            this.system.partyAdvantage.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ENEMIESADVANTAGE)
                                        {
                                            this.system.enemiesAdvantage.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.PARTYSPOT)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.system.partySpot.Length)
                                            {
                                                this.system.partySpot[id] = VectorHelper.FromHashtable(ht);
                                                if(ht.ContainsKey("pax"))
                                                {
                                                    this.system.partySpotPA[id] = VectorHelper.FromHashtable(ht, "pax", "pay", "paz");
                                                }
                                                if(ht.ContainsKey("eax"))
                                                {
                                                    this.system.partySpotEA[id] = VectorHelper.FromHashtable(ht, "eax", "eay", "eaz");
                                                }
                                            }
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ENEMYSPOT)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.system.enemySpot.Length)
                                            {
                                                this.system.enemySpot[id] = VectorHelper.FromHashtable(ht);
                                                if(ht.ContainsKey("pax"))
                                                {
                                                    this.system.enemySpotPA[id] = VectorHelper.FromHashtable(ht, "pax", "pay", "paz");
                                                }
                                                if(ht.ContainsKey("eax"))
                                                {
                                                    this.system.enemySpotEA[id] = VectorHelper.FromHashtable(ht, "eax", "eay", "eaz");
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            else if(val[XMLHandler.NODE_NAME] as string == BattleSystemData.MENU)
                            {
                                if(val.ContainsKey("dialogueposition")) this.menu.dialoguePosition = int.Parse((string)val["dialogueposition"]);
                                if(val.ContainsKey("targetposition")) this.menu.targetPosition = int.Parse((string)val["targetposition"]);
                                if(val.ContainsKey("skillposition")) this.menu.skillPosition = int.Parse((string)val["skillposition"]);
                                if(val.ContainsKey("itemposition")) this.menu.itemPosition = int.Parse((string)val["itemposition"]);
                                if(val.ContainsKey("showattack")) this.menu.showAttack = bool.Parse((string)val["showattack"]);
                                if(val.ContainsKey("showskills")) this.menu.showSkills = bool.Parse((string)val["showskills"]);
                                if(val.ContainsKey("combineskills")) this.menu.combineSkills = bool.Parse((string)val["combineskills"]);
                                if(val.ContainsKey("showitems")) this.menu.showItems = bool.Parse((string)val["showitems"]);
                                if(val.ContainsKey("combineitems")) this.menu.combineItems = bool.Parse((string)val["combineitems"]);
                                if(val.ContainsKey("showdefend")) this.menu.showDefend = bool.Parse((string)val["showdefend"]);
                                if(val.ContainsKey("showescape")) this.menu.showEscape = bool.Parse((string)val["showescape"]);
                                if(val.ContainsKey("showendturn")) this.menu.showEndTurn = bool.Parse((string)val["showendturn"]);
                                if(val.ContainsKey("attackicon")) this.menu.attackIconName = val["attackicon"] as string;
                                if(val.ContainsKey("skillicon")) this.menu.skillIconName = val["skillicon"] as string;
                                if(val.ContainsKey("itemicon")) this.menu.itemIconName = val["itemicon"] as string;
                                if(val.ContainsKey("defendicon")) this.menu.defendIconName = val["defendicon"] as string;
                                if(val.ContainsKey("escapeicon")) this.menu.escapeIconName = val["escapeicon"] as string;
                                if(val.ContainsKey("drag")) this.menu.enableDrag = true;
                                if(val.ContainsKey("doubleclick")) this.menu.enableDoubleClick = true;
                                if(val.ContainsKey("addback")) this.menu.addBack = true;
                                if(val.ContainsKey("backfirst")) this.menu.backFirst = true;
                                this.menu.mouseTouch.SetData(val);

                                if(val.ContainsKey("order")) this.menu.SetOrder(val["order"] as string);

                                if(val.ContainsKey(XMLHandler.NODES))
                                {
                                    ArrayList s = val[XMLHandler.NODES] as ArrayList;
                                    foreach(Hashtable ht in s)
                                    {
                                        if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BACK)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.backName.Count) this.menu.backName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ATTACK)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.attackName.Count) this.menu.attackName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.SKILL)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.skillName.Count) this.menu.skillName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ITEM)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.itemName.Count) this.menu.itemName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.DEFEND)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.defendName.Count) this.menu.defendName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ESCAPE)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.escapeName.Count) this.menu.escapeName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ENDTURN)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.menu.endTurnName.Count) this.menu.endTurnName[id] = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BACKICON)
                                        {
                                            this.menu.backIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ATTACKICON)
                                        {
                                            this.menu.attackIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.SKILLICON)
                                        {
                                            this.menu.skillIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ITEMICON)
                                        {
                                            this.menu.itemIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.DEFENDICON)
                                        {
                                            this.menu.defendIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ESCAPEICON)
                                        {
                                            this.menu.escapeIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ENDTURNICON)
                                        {
                                            this.menu.endTurnIconName = (string)ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.CURSOR)
                                        {
                                            this.menu.useTargetCursor = true;
                                            this.menu.cursorPrefabName = ht[XMLHandler.CONTENT] as string;
                                            this.menu.cursorOffset.x = float.Parse((string)ht["cox"]);
                                            this.menu.cursorOffset.y = float.Parse((string)ht["coy"]);
                                            this.menu.cursorOffset.z = float.Parse((string)ht["coz"]);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.CURSORCHILD)
                                        {
                                            this.menu.cursorChildName = ht[XMLHandler.CONTENT] as string;
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.TARGET)
                                        {
                                            this.menu.useTargetMenu = bool.Parse((string)ht["targetmenu"]);
                                            this.menu.useTargetBlink = bool.Parse((string)ht["targetblink"]);
                                            if(this.menu.useTargetBlink)
                                            {
                                                if(ht.ContainsKey("fromcurrent")) this.menu.fromCurrent = true;
                                                this.menu.blinkChildren = bool.Parse((string)ht["children"]);
                                                this.menu.blinkTime = float.Parse((string)ht["time"]);
                                                this.menu.blinkInterpolation = (EaseType)System.Enum.Parse(typeof(EaseType), (string)ht["interpolation"]);
                                                if(ht.ContainsKey("as"))
                                                {
                                                    this.menu.aBlink = true;
                                                    this.menu.aStart = float.Parse((string)ht["as"]);
                                                    this.menu.aEnd = float.Parse((string)ht["ae"]);
                                                }
                                                if(ht.ContainsKey("rs"))
                                                {
                                                    this.menu.rBlink = true;
                                                    this.menu.rStart = float.Parse((string)ht["rs"]);
                                                    this.menu.rEnd = float.Parse((string)ht["re"]);
                                                }
                                                if(ht.ContainsKey("gs"))
                                                {
                                                    this.menu.gBlink = true;
                                                    this.menu.gStart = float.Parse((string)ht["gs"]);
                                                    this.menu.gEnd = float.Parse((string)ht["ge"]);
                                                }
                                                if(ht.ContainsKey("bs"))
                                                {
                                                    this.menu.bBlink = true;
                                                    this.menu.bStart = float.Parse((string)ht["bs"]);
                                                    this.menu.bEnd = float.Parse((string)ht["be"]);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            else if(val[XMLHandler.NODE_NAME] as string == BattleSystemData.TEXT)
                            {
                                this.showUserDamage = bool.Parse((string)val["showuserdamage"]);
                                if(val.ContainsKey("mounttexts")) this.mountTexts = true;

                                if(val.ContainsKey("bmpos"))
                                {
                                    this.showBattleMessage = true;
                                    this.battleMessagePosition = int.Parse((string)val["bmpos"]);
                                    this.battleMessageShowTime = float.Parse((string)val["bmtime"]);
                                }

                                if(val.ContainsKey("bscolor"))
                                {
                                    this.battleStartColor = int.Parse((string)val["bscolor"]);
                                    this.battleStartSColor = int.Parse((string)val["bsshadowcolor"]);
                                }
                                if(val.ContainsKey("bvcolor"))
                                {
                                    this.battleVictoryColor = int.Parse((string)val["bvcolor"]);
                                    this.battleVictorySColor = int.Parse((string)val["bvshadowcolor"]);
                                }
                                if(val.ContainsKey("bdcolor"))
                                {
                                    this.battleDefeatColor = int.Parse((string)val["bdcolor"]);
                                    this.battleDefeatSColor = int.Parse((string)val["bdshadowcolor"]);
                                }
                                if(val.ContainsKey("becolor"))
                                {
                                    this.battleEscapeColor = int.Parse((string)val["becolor"]);
                                    this.battleEscapeSColor = int.Parse((string)val["beshadowcolor"]);
                                }

                                if(val.ContainsKey(XMLHandler.NODES))
                                {
                                    ArrayList s = val[XMLHandler.NODES] as ArrayList;
                                    foreach(Hashtable ht in s)
                                    {
                                        if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.INFO)
                                        {
                                            this.showInfo = true;
                                            this.infoPosition = int.Parse((string)ht["position"]);
                                            this.infoShowTime = float.Parse((string)ht["time"]);
                                            if(ht.ContainsKey("showskills")) this.showSkills = bool.Parse((string)ht["showskills"]);
                                            if(ht.ContainsKey("showitems")) this.showItems = bool.Parse((string)ht["showitems"]);
                                            if(ht.ContainsKey("showdefend")) this.showDefend = bool.Parse((string)ht["showdefend"]);
                                            if(ht.ContainsKey("showescape")) this.showEscape = bool.Parse((string)ht["showescape"]);
                                            if(ht.ContainsKey("showcounter")) this.showCounter = bool.Parse((string)ht["showcounter"]);
                                            if(ht.ContainsKey("showstealitem")) this.showStealItem = bool.Parse((string)ht["showstealitem"]);
                                            if(ht.ContainsKey("showstealitemfail")) this.showStealItemFail = bool.Parse((string)ht["showstealitemfail"]);
                                            if(ht.ContainsKey("showstealmoney")) this.showStealMoney = bool.Parse((string)ht["showstealmoney"]);
                                            if(ht.ContainsKey("showstealmoneyfail")) this.showStealMoneyFail = bool.Parse((string)ht["showstealmoneyfail"]);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.DAMAGE)
                                        {
                                            DataHolder.StatusValues().AddDamageTextSettings(int.Parse((string)ht["id"]), ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.REFRESH)
                                        {
                                            DataHolder.StatusValues().AddRefreshTextSettings(int.Parse((string)ht["id"]), ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.EFFECT)
                                        {
                                            this.effectTextSettings.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.MISSSETTINGS)
                                        {
                                            this.missTextSettings.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.MISS)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.missTextSettings.text.Length)
                                            {
                                                this.missTextSettings.text[id] = ht[XMLHandler.CONTENT] as string;
                                            }
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.COUNTER)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.counterText.Count) this.counterText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ALLIES)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.allAlliesText.Count) this.allAlliesText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.ENEMIES)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.allEnemiesText.Count) this.allEnemiesText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLESTART)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.battleStartText.Count) this.battleStartText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLEVICTORY)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.battleVictoryText.Count) this.battleVictoryText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLEDEFEAT)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.battleDefeatText.Count) this.battleDefeatText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLEESCAPE)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.battleEscapeText.Count) this.battleEscapeText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.SKIN)
                                        {
                                            this.textSkinName = ht[XMLHandler.CONTENT] as string;
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.CASTCANCEL)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.castCancelTextSettings.text.Length)
                                            {
                                                this.castCancelTextSettings.text[id] = ht[XMLHandler.CONTENT] as string;
                                            }
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.LEVELUP)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.levelUpTextSettings.text.Length)
                                            {
                                                this.levelUpTextSettings.text[id] = ht[XMLHandler.CONTENT] as string;
                                            }
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.CASTCANCELSETTINGS)
                                        {
                                            this.castCancelTextSettings.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.LEVELUPSETTINGS)
                                        {
                                            this.levelUpTextSettings.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.CLASSLEVELUPSETTINGS)
                                        {
                                            this.classLevelUpTextSettings.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.BLOCKSETTINGS)
                                        {
                                            this.blockTextSettings.SetData(ht);
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.STEALITEM)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.stealItemText.Count) this.stealItemText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.STEALITEMFAIL)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.stealItemFailText.Count) this.stealItemFailText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.STEALMONEY)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.stealMoneyText.Count) this.stealMoneyText[id] = ht[XMLHandler.CONTENT];
                                        }
                                        else if(ht[XMLHandler.NODE_NAME] as string == BattleSystemData.STEALMONEYFAIL)
                                        {
                                            int id = int.Parse((string)ht["id"]);
                                            if(id < this.stealMoneyFailText.Count) this.stealMoneyFailText[id] = ht[XMLHandler.CONTENT];
                                        }
                                    }
                                }
                            }
                            else if(val[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLEEND)
                            {
                                this.end.SetData(val);
                            }
                            else if(val[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLECAM)
                            {
                                this.cam.SetData(val);
                            }
                            else if(val[XMLHandler.NODE_NAME] as string == BattleSystemData.BATTLECONTROL)
                            {
                                this.control.SetData(val);
                            }
                        }
                    }
                }
            }
        }
    }
コード例 #36
0
ファイル: BattleSystem.cs プロジェクト: sunny352/BattleSystem
 public static void Release(BattleSystem system)
 {
     m_systemDict.Remove(system.ID);
 }
コード例 #37
0
ファイル: BattleSystem.cs プロジェクト: sunny352/BattleSystem
 public static BattleSystem Create()
 {
     BattleSystem system = new BattleSystem();
     m_systemDict.Add(system.ID, system);
     return system;
 }
コード例 #38
0
ファイル: TextView.cs プロジェクト: TeamVlissides/SourceRepo
 public void RecieveBattleOutput(BattleSystem.BattleEvent ourEvent)
 {
     throw new NotImplementedException();
 }