コード例 #1
0
    public override void useSkill(List <BattleChar> target)
    {
        base.useSkill(target);

        foreach (BattleChar bc in target)
        {
            DamCoef = 0.7f + 0.05f * level;

            bc.setLastAttack(set.user);
            bc.getTarget().SetMagicDamage(set.user, DamCoef, level, coef * set.BuffedDamage(set.user.getFinalDamage() * CriticalTest(), bc));
            ((SkillArcher)set).lastTarget = bc;

            if (enemies.Exists(x => x == bc))
            {
                skills.ToArray()[enemies.IndexOf(bc)].setTurn(3);
            }
            else
            {
                Bleed b = new Bleed(3, set.user, bc, set.user.GetMgcATK() * (0.3f + 0.02f * level));
                enemies.Add(bc);
                skills.Add(b);
                bc.stateBleed.Add(b);
            }
        }
    }
コード例 #2
0
    /**
     * There is a debug code.
     * incomplete:: shld be read settings file
     */
    protected override void Start()
    {
        base.Start();
        Debug.Log("개 나타남");
        hpDB = new int[6] {
            19, 22, 41, 47, 72, 81
        };
        atkDB = new int[6] {
            3, 3, 5, 6, 9, 11
        };
        defDB = new int[6] {
            1, 1, 2, 2, 3, 3
        };
        debuffDB = new float[6] {
            0.0f, 0.0f, 0.1f, 0.1f, 0.4f, 0.4f
        };
        hDebuffDB = new float[6] {
            0.25f, 0.25f, 0.45f, 0.45f, 0.9f, 0.9f
        };

        level         = boardManager.WhichFloor;
        attack        = atkDB[level]; //shld be decided by level and setting file
        defense       = defDB[level];
        maxhp         = hpDB[level];
        hp            = maxhp;
        debuffPercent = debuffDB[level];
        enemyAction   = new EnemyAction(this);
        debuff        = new Bleed(3);
        player        = GameObject.Find("Player").GetComponent <Player>();
    }
コード例 #3
0
ファイル: BaseEnemy.cs プロジェクト: Erakk/Hexmap-Cardgame
    public void RunEffects()
    {
        map.selectedEnemy = this.name;
        GameObject effects = GameObject.Find("Effects");

        if (Burned)
        {
//			map.selectedEnemy = this.name;
//
            Burn burn = effects.GetComponent <Burn> ();
            burn.RunBurn();
        }
        if (Slowed)
        {
//			map.selectedEnemy = this.name;
//			GameObject Slow = GameObject.Find ("_Scripts");
            Slow slow = effects.GetComponent <Slow> ();
            slow.RunSlow();
        }
        if (Poisoned)
        {
//			map.selectedEnemy = this.name;
//			GameObject Poison = GameObject.Find ("_Scripts");
            Poison poison = effects.GetComponent <Poison> ();
            poison.RunPoison();
        }
        if (Bleeding)
        {
//			map.selectedEnemy = this.name;
//			GameObject Bleed = GameObject.Find ("_Scripts");
            Bleed bleed = effects.GetComponent <Bleed> ();
            bleed.RunBleed();
        }
        if (Stunned)
        {
//			map.selectedEnemy = this.name;
//			GameObject Stun = GameObject.Find ("_Scripts");
            Stun stun = effects.GetComponent <Stun> ();
            stun.RunStun();
        }
        if (Chilled)
        {
            Chill chill = effects.GetComponent <Chill> ();
            chill.RunChill();
        }
        if (Frozen)
        {
            Frozen frozen = effects.GetComponent <Frozen> ();
            frozen.RunFrozen();
        }
        if (Blinded)
        {
            Blind blind = effects.GetComponent <Blind> ();
            blind.RunBlind();
        }
    }
コード例 #4
0
    public virtual float CriticalTest(BattleChar user)
    {
        float critValue = base.CriticalTest();

        if (critValue > 1.0f && ((NormalEnemyPassives)set.pas[3]).isInit)
        {
            Bleed bd = new Bleed(3, set.user, user, user.DC.getMaxHP() * 0.05f);
            user.stateBleed.Add(bd);
        }

        return(critValue);
    }
コード例 #5
0
ファイル: PveEntity.cs プロジェクト: PenpenLi/sanguotafang
    public void onHit(int _demage, int num = 1)
    {
        float _delay = 0.0f;

        for (int i = 0; i < num; i++)
        {
            Loom.QueueOnMainThread(() => {
                if (PropertyDic [Property.HP] > 0)
                {
                    Bleed bleed = (Bleed)PoolManager.getInstance().getGameObject("Bleed");
                    if (_demage > 0)
                    {
                        iTween.ShakePosition(style.gameObject, new Vector3(5.0f, 5.0f, 0.0f), 0.2f);
                        bleed.blood.color = DataManager.getInstance().getColor("red");
                    }
                    else
                    {
                        //加血
                        bleed.blood.color = DataManager.getInstance().getColor("green");
                    }
                    int buffhp = PropertyAddByBuffDic [Property.HP];                    //护盾
                    buffhp     = buffhp - _demage;
                    PropertyAddByBuffDic [Property.HP] = buffhp < 0 ? 0 : buffhp;
                    if (buffhp < 0 || _demage < 0)
                    {
                        int hp                    = PropertyDic [Property.HP];
                        int maxhp                 = PropertyDic [Property.MAXHP];
                        hp                        = hp + buffhp;
                        hp                        = hp >= 0 ? hp : 0;
                        hp                        = hp >= maxhp ? maxhp : hp;
                        float xscale              = (float)hp / (float)maxhp;
                        HP.transform.localScale   = new Vector3(xscale, 1, 1);
                        HPTxt.text                = (Math.Ceiling(xscale * 100)).ToString() + "%";
                        PropertyDic [Property.HP] = hp;
                    }
                    else
                    {
                        buffhp = 0;
                    }
                    bleed.transform.SetParent(this.transform);
                    bleed.show(buffhp, () => {
                        if (PropertyDic [Property.HP] == 0)
                        {
                            onDead();
                        }
                        pvescene.checkBout();
                    });
                }
            }, _delay);
            _delay += 0.3f;
        }
    }
コード例 #6
0
ファイル: EnemyDebuffBleed.cs プロジェクト: mehee/OdinsAi
    // Update is called once per frame
    void Update()
    {
        Bleed bl = GetComponentInParent <Enemy>().GetComponentInChildren <Bleed>();

        if (bl != null)
        {
            image.enabled    = true;
            image.fillAmount = bl.lifeTime.Remaining / bl.lifeTime.Remaining;
        }
        else
        {
            image.enabled = false;
        }
    }
コード例 #7
0
ファイル: PveEntity.cs プロジェクト: PenpenLi/sanguotafang
    public void showPropertyChange(Property changeEntityProperty, int _changeValue, int valueType)
    {
        Bleed bleed = (Bleed)PoolManager.getInstance().getGameObject("Bleed");

        if (_changeValue > 0)
        {
            bleed.blood.color = DataManager.getInstance().getColor("green");
        }
        else
        {
            bleed.blood.color = DataManager.getInstance().getColor("red");
        }
        bleed.transform.SetParent(this.transform);
        string str = "";

        switch (valueType)
        {
        case 0:
            str = DataManager.getInstance().languageJson [10011 + (int)changeEntityProperty] ["name"].ToString() + _changeValue.ToString();
            if (changeEntityProperty == Property.HP)
            {
                if (PropertyDic [Property.HP] > PropertyDic [Property.MAXHP])
                {
                    PropertyDic [Property.HP] = PropertyDic [Property.MAXHP];
                }
                float xscale = (float)PropertyDic [Property.HP] / (float)PropertyDic [Property.MAXHP];
                HP.transform.localScale = new Vector3(xscale, 1, 1);
                HPTxt.text = (Math.Ceiling(xscale * 100)).ToString() + "%";
            }
            break;

        case 1:
            str = DataManager.getInstance().languageJson [10023 + (int)changeEntityProperty]["name"].ToString() + _changeValue.ToString();
            break;

        case 2:
            str = DataManager.getInstance().languageJson [10035 + (int)changeEntityProperty]["name"].ToString() + _changeValue.ToString();
            break;

        default:
            break;
        }
        bleed.show(str, () => {
            if (PropertyDic [Property.HP] == 0)
            {
                onDead();
            }
            pvescene.checkBout();
        });
    }
コード例 #8
0
 protected override void Start()
 {
     Debug.Log("간호사 등장");
     base.Start();
     level         = 1;
     defaultA      = attack = 6; //shld be decided by level and setting file
     defaultD      = defense = 1;
     maxhp         = 450;
     hp            = maxhp;
     debuffPercent = 0.0f;
     enemyAction   = new NurseAction(this);
     debuff        = new Bleed(3);
     player        = GameObject.Find("Player").GetComponent <Player> ();
     atkBuffTurn   = 0;
     atkBuffOn     = false;
     delA          = 4;
     delD          = 1;
 }
コード例 #9
0
ファイル: PveScene.cs プロジェクト: PenpenLi/sanguotafang
    public void initMonster()
    {
        MonsterManager.getInstance().initMonsterData(ChapterManager2.getInstance().monsterPath);
        PveMonsterList.Clear();
        ArrayList monsterArr = MonsterManager.getInstance().getPveMonstersByBoShu(monsterBoShu, bg.transform);

        if (monsterArr.Count > 0)
        {
            Bleed bleed = (Bleed)PoolManager.getInstance().getGameObject("Bleed");
            bleed.transform.SetParent(bg.transform);
            bleed.show("第 " + monsterBoShu.ToString() + " 回合", () => {
                for (int i = 0; i < monsterArr.Count; i++)
                {
                    string[] oneData        = (string[])monsterArr [i];
                    JsonObject _monsterData = DataManager.getInstance().monsterDicJson [int.Parse(oneData [1])];
                    PveMonster pvmonster    = (PveMonster)PoolManager.getInstance().getGameObject("PveMonster");
                    //foreach (KeyValuePair<int,PveMonster> kvp in PveMonsterList) {
                    pvmonster.transform.SetParent(bg.transform);
                    pvmonster.transform.localScale    = Vector3.one;
                    JsonObject _monsterpos            = DataManager.getInstance().pvePosJson [int.Parse(oneData [2])];
                    pvmonster.transform.localPosition = new Vector3(float.Parse(_monsterpos ["x"].ToString()), float.Parse(_monsterpos ["y"].ToString()), float.Parse(_monsterpos ["z"].ToString()));
                    pvmonster.init(_monsterData, this);
                    PveMonsterList [i] = pvmonster;
                    //}
                }
                monsterBoShu++;
                sortEntityBySpeed();
                setNextAttackEntityBySpeed();
            });
            //Loom.QueueOnMainThread (, 2.0f);
        }
        else
        {
            gameOver();             //战斗结束
        }
    }
コード例 #10
0
    public static Effect GetEffect(string param)
    {
        if (effects.ContainsKey(param))
        {
            return(effects[param]);
        }
        string[] p = param.Split(' ');
        switch (p[0])
        {
        case "Bleed":
            effects[param] = new Bleed(int.Parse(p[1]), int.Parse(p[2]));
            break;

        case "Counter":
            effects[param] = new Counter(float.Parse(p[1]), int.Parse(p[2]));
            break;

        case "Heal":
            effects[param] = new Heal(int.Parse(p[1]));
            break;

        case "Defend":
        case "Defense":
            effects[param] = new Defend(int.Parse(p[1]));
            break;

        case "Mark":
            effects[param] = new Mark(int.Parse(p[1]));
            break;

        case "Push":
        case "Pull":
            effects[param] = new PushPull(int.Parse(p[1]));
            break;

        case "Move":
            effects[param] = new Move();
            break;

        case "MoveSelf":
            effects[param] = new MoveSelf();
            break;

        case "Dodge":
        case "Damage":
        case "Crit":
        case "Acc":
        case "Speed":
        case "StressResist":
            effects[param] = new StatBuff(p[0], float.Parse(p[1]), int.Parse(p[2]));
            break;

        case "Block":
            effects[param] = new Block(int.Parse(p[1]), int.Parse(p[2]));
            break;

        case "Stun":
            effects[param] = new Stun();
            break;

        case "Suprise":
            effects[param] = new Suprise();
            break;

        case "Stress":
        case "StressHeal":
            effects[param] = new Stress(int.Parse(p[1]));
            break;

        case "Cleanse":
            effects[param] = new Cleanse();
            break;

        case "Guard":
            return(new Guard(int.Parse(p[1])));

        case "Metal":
            return(new Metal(int.Parse(p[1])));

        default:
            Debug.Log(param);
            break;
        }
        return(effects[param]);
    }
コード例 #11
0
ファイル: DropZone.cs プロジェクト: Erakk/Hexmap-Cardgame
    public void RunEffect()
    {
        GameObject effects = GameObject.Find("Effects");

        switch (effect)
        {
        case Effects.ArmorUp:
            // less inc physical dmg
            break;

        case Effects.Burn:

            Burn burn = effects.GetComponent <Burn> ();
            damage = burn.Damage(damage, 3);
            //= damage / 3;
            burn.ApplyBurn(3, damage);
            break;

        case Effects.Bleed:
//				GameObject Bleed = GameObject.Find ("_Scripts");
            Bleed bleed = effects.GetComponent <Bleed> ();
            bleed.ApplyBleed();
            break;

        case Effects.Chill:
            // same as slow, but second proc will apply "frozen". Also apply frozen if speed = 0
            Chill chill = effects.GetComponent <Chill> ();
            chill.ApplyChill();
            break;

        case Effects.Slow:
//				GameObject Slow = GameObject.Find ("_Scripts");
            Slow slow = effects.GetComponent <Slow> ();
            slow.ApplySlow();
            break;

        case Effects.Freeze:
            // enemy will turns as long as frozen. Burn will neutralize effect. 50% less physical dmg
            Frozen frozen = effects.GetComponent <Frozen> ();
            frozen.ApplyFrozen();
            break;

        case Effects.Poison:
//				GameObject Poison = GameObject.Find ("_Scripts");
            Poison poison = effects.GetComponent <Poison> ();
            poison.damage = damage / 5;
            poison.ApplyPoison();
            break;

        case Effects.ShieldUp:
            // block next melee or ranged attack
            break;

        case Effects.SpeedUp:
            // 20% more MS
            break;

        case Effects.Stun:
//				GameObject Stun = GameObject.Find ("_Scripts");
            Stun stun = effects.GetComponent <Stun> ();
            stun.ApplyStun();
            break;

        case Effects.Blind:
            //				GameObject Stun = GameObject.Find ("_Scripts");
            Blind blind = effects.GetComponent <Blind> ();
            blind.Applyblind();
            break;

        case Effects.RemoveBleed:
            // Remove bleed stacks from target
            break;

        case Effects.MagicResUp:
            // less inc magic dmg
            break;

        case Effects.Restoration:
//				GameObject Restoration = GameObject.Find ("_Scripts");
            Restoration restoration = effects.GetComponent <Restoration> ();
            restoration.heal = healDot;
            restoration.ApplyRestoration();
            break;

        case Effects.Fly:
            // walk through objects
            break;

        case Effects.FullVision:
            // see full map
            break;

        case Effects.SharedVision:
            // all players see shared vision
            break;

        case Effects.VisionTotem:
            // tetem taht grands only vision
            break;

        case Effects.SpellTotem:
            // "playable" totem
            break;

        case Effects.Cure:
            // remove all negative effect
            break;

        case Effects.AiAlly:
            // summon AI ally
            break;

        case Effects.Empty:

            break;

        default:
            break;
        }
    }