コード例 #1
0
 public void UnlockCharacter(CHAR_TYPE character)
 {
     if (characterUnlockState.Contains(character))
     {
         characterUnlockState[character] = true;
     }
 }
コード例 #2
0
    public bool IsCharacterUnlocked(CHAR_TYPE character)
    {
        if (characterUnlockState.Contains(character))
        {
            return(characterUnlockState[character]);
        }

        return(false);
    }
コード例 #3
0
        /// *******************************************************
        /// <summary>センテンス解析・分類</summary>
        /// *******************************************************
        public ScriptSentence(string str)
        {
            SourceStr = str.ToLower();
            Type      = CHAR_TYPE.STRING;

            if (SourceStr.Length == 1)
            {
                int type = CALCURATE_SIGN.IndexOf(SourceStr);
                if (type >= 0)
                {
                    Type = (CHAR_TYPE)type;
                }
            }
        }
コード例 #4
0
ファイル: ASTChecker.cs プロジェクト: zonnonproject/compiler
 protected override void Visit_CHAR_TYPE(CHAR_TYPE node)
 {
     /* MOVE CODE HERE */
 }
コード例 #5
0
 /// *******************************************************
 /// <summary>複製用コンストラクタ</summary>
 /// *******************************************************
 private ScriptSentence(string source, CHAR_TYPE type)
 {
     SourceStr = source;
     Type      = type;
 }
コード例 #6
0
        private static CharaterInfo generateDefaultCharInfo(CHAR_TYPE arg)
        {
            CharaterInfo ret = new CharaterInfo();

            switch (arg)
            {
            case CHAR_TYPE.ALLIGATOR:
                ret.m_sPlaerWeapon.m_fWeaponAxisStart = 30.0f;
                ret.m_sPlaerWeapon.m_fWeaponAxisEnd   = 130.0f;

                ret.m_sPlaerWeapon.m_v2WeaponColliderArea = new Vector2(0.12f, 0.4f);
                ret.m_sPlaerWeapon.m_v2Weaponoffset       = new Vector2(0.0f, 0.0f);

                ret.m_sPlaerWeapon.m_v3EffectPosition = new Vector3(0.4f, 0.08f, 0.0f);
                ret.m_sPlaerWeapon.m_v3EffectScale    = new Vector3(1.0f, 1.9f, 1.0f);

                ret.m_sPlaerWeapon.m_v2WeaponPosition     = new Vector2(-0.015f, 0.18f);
                ret.m_sPlaerWeapon.m_v2WeaponAxisPosition = new Vector2(-0.015f, -0.015f);

                ret.m_sPlaerWeapon.m_fAttackSpeed       = 0.40f;
                ret.m_sPlaerWeapon.m_bIsEnableWeaponHit = true;
                ret.m_sPlaerWeapon.m_sWaeponSpritePath  = "Character/Alligator/Merona";
                ret.m_sPlaerWeapon.m_sWaeponEffectPath  = "Character/Common/Swing";

                ret.m_sPlayerMove.m_fJumpForce = 400.0f;
                ret.m_sPlayerMove.m_v2CharacterColliderArea = new Vector2(0.45f, 0.58f);
                ret.m_sPlayerMove.m_iJumpCount        = 2;
                ret.m_sPlayerMove.m_bIsBlink          = false;
                ret.m_sPlayerMove.m_bIsEnableRavitate = false;
                ret.m_sPlayerMove.m_sPlayerSpritePath = "Anim/Player/dkrdjdiH_0";

                ret.m_sPlayerDefaultBullet.m_v2BulletSize = new Vector2(0.2f, 0.2f);
                break;

            case CHAR_TYPE.MAGITION:
                ret.m_sPlaerWeapon.m_fWeaponAxisStart = 0.0f;
                ret.m_sPlaerWeapon.m_fWeaponAxisEnd   = 45.0f;

                ret.m_sPlaerWeapon.m_v2WeaponColliderArea = new Vector2(0.0f, 0.0f);
                ret.m_sPlaerWeapon.m_v2Weaponoffset       = new Vector2(0.0f, 0.0f);

                ret.m_sPlaerWeapon.m_v3EffectPosition = new Vector3(0.1f, 0.0f, 0.0f);
                ret.m_sPlaerWeapon.m_v3EffectScale    = new Vector3(0.5f, 1.0f, 1.0f);

                ret.m_sPlaerWeapon.m_v2WeaponPosition     = new Vector2(0.03f, 0.0f);
                ret.m_sPlaerWeapon.m_v2WeaponAxisPosition = new Vector2(-0.015f, -0.07f);

                ret.m_sPlaerWeapon.m_fAttackSpeed       = 1.2f;
                ret.m_sPlaerWeapon.m_bIsEnableWeaponHit = false;
                ret.m_sPlaerWeapon.m_sWaeponSpritePath  = "Character/Magition/Stick";
                ret.m_sPlaerWeapon.m_sWaeponEffectPath  = "Character/Magition/MagicFildRed";

                ret.m_sPlayerMove.m_fJumpForce = 300.0f;
                ret.m_sPlayerMove.m_v2CharacterColliderArea = new Vector2(0.45f, 0.70f);
                ret.m_sPlayerMove.m_iJumpCount        = 1;
                ret.m_sPlayerMove.m_bIsBlink          = false;
                ret.m_sPlayerMove.m_bIsEnableRavitate = true;
                ret.m_sPlayerMove.m_sPlayerSpritePath = "Anim/Player/wichH_0";

                ret.m_sPlayerDefaultBullet.m_v2BulletSize = new Vector2(0.75f, 0.4f);
                break;

            case CHAR_TYPE.DRAGON:
                ret.m_sPlaerWeapon.m_fWeaponAxisStart = 10.0f;
                ret.m_sPlaerWeapon.m_fWeaponAxisEnd   = 120.0f;

                ret.m_sPlaerWeapon.m_v2WeaponColliderArea = new Vector2(0.35f, 0.55f);
                ret.m_sPlaerWeapon.m_v2Weaponoffset       = new Vector2(0.0f, 0.05f);

                ret.m_sPlaerWeapon.m_v3EffectPosition = new Vector3(0.5f, 0.08f, 0.0f);
                ret.m_sPlaerWeapon.m_v3EffectScale    = new Vector3(1.5f, 2.0f, 1.0f);

                ret.m_sPlaerWeapon.m_v2WeaponPosition     = new Vector2(0.02f, 0.15f);
                ret.m_sPlaerWeapon.m_v2WeaponAxisPosition = new Vector2(-0.03f, -0.07f);

                ret.m_sPlaerWeapon.m_fAttackSpeed       = 0.6f;
                ret.m_sPlaerWeapon.m_bIsEnableWeaponHit = true;
                ret.m_sPlaerWeapon.m_sWaeponSpritePath  = "Character/Dragon/Axe";
                ret.m_sPlaerWeapon.m_sWaeponEffectPath  = "Character/Common/Swing";

                ret.m_sPlayerMove.m_fJumpForce = 400.0f;
                ret.m_sPlayerMove.m_v2CharacterColliderArea = new Vector2(0.45f, 0.70f);
                ret.m_sPlayerMove.m_iJumpCount        = 1;
                ret.m_sPlayerMove.m_bIsBlink          = true;
                ret.m_sPlayerMove.m_bIsEnableRavitate = false;
                ret.m_sPlayerMove.m_sPlayerSpritePath = "Anim/Player/DragonH_0";
                ret.m_sPlayerMove.m_fBlinkDistance    = 1.5f;
                ret.m_sPlayerMove.m_fBlinkDuration    = 0.8f;
                ret.m_sPlayerMove.m_iBlinkStep        = 5;
                break;

            case CHAR_TYPE.HERO:
                ret.m_sPlaerWeapon.m_fWeaponAxisStart = 20.0f;
                ret.m_sPlaerWeapon.m_fWeaponAxisEnd   = 130.0f;

                ret.m_sPlaerWeapon.m_v2WeaponColliderArea = new Vector2(0.1f, 0.45f);
                ret.m_sPlaerWeapon.m_v2Weaponoffset       = new Vector2(0.0f, 0.05f);

                ret.m_sPlaerWeapon.m_v3EffectPosition = new Vector3(0.5f, 0.08f, 0.0f);
                ret.m_sPlaerWeapon.m_v3EffectScale    = new Vector3(0.75f, 2.2f, 1.0f);

                ret.m_sPlaerWeapon.m_v2WeaponPosition     = new Vector2(0.0f, 0.25f);
                ret.m_sPlaerWeapon.m_v2WeaponAxisPosition = new Vector2(-0.015f, -0.11f);

                ret.m_sPlaerWeapon.m_fAttackSpeed       = 0.6f;
                ret.m_sPlaerWeapon.m_bIsEnableWeaponHit = true;
                ret.m_sPlaerWeapon.m_sWaeponSpritePath  = "Character/Hero/sword";
                ret.m_sPlaerWeapon.m_sWaeponEffectPath  = "Character/Common/Swing";

                ret.m_sPlayerMove.m_fJumpForce = 400.0f;
                ret.m_sPlayerMove.m_v2CharacterColliderArea = new Vector2(0.45f, 0.75f);
                ret.m_sPlayerMove.m_iJumpCount        = 1;
                ret.m_sPlayerMove.m_bIsBlink          = false;
                ret.m_sPlayerMove.m_bIsEnableRavitate = false;
                ret.m_sPlayerMove.m_sPlayerSpritePath = "Anim/Player/HeroH_0";
                break;
            }
            ret.m_sPlayerMove.m_fDashMoveWeight = 0.06f;
            ret.m_sPlayerMove.m_fMoveWeight     = 0.03f;

            return(ret);
        }
コード例 #7
0
 protected virtual void Visit_CHAR_TYPE(CHAR_TYPE node)
 {
 }