コード例 #1
0
ファイル: ChaosTest.cs プロジェクト: DanielWieder/PoeCraftLib
        public void Initialize()
        {
            _factory = new TestEquipmentFactory();

            _random = new Mock <IRandom>();
            _random.Setup(x => x.Next()).Returns(0);
            _random.Setup(x => x.NextDouble()).Returns(0);

            _alchemy            = new AlchemyOrb(_random.Object);
            _chaos              = new ChaosOrb(_random.Object);
            _currencyTestHelper = new CurrencyTestHelper();
        }
コード例 #2
0
        public override void onDestroy()
        {
            // TODO: extract this into a drop component
            // WieldedItem drop = new WieldedItem(50);
            Item drop = new ChaosOrb();
            var  pos  = (PhysicsComponent)drop;

            pos.SetLocalCoords(GetComponent <PositionComponent>().WorldPosition.Coords);
            pos.Pickupable = true;
            Game.AddToMainScene(drop);

            base.onDestroy();
        }
コード例 #3
0
ファイル: ToolTipScript.cs プロジェクト: ErteTD/Depper
 public void Start()
 {
     gm         = FindObjectOfType <GameManager>();
     fire       = AllSpells[0].GetComponent <Fireball>();
     frost      = AllSpells[1].GetComponent <FrostBolt>();
     lightning  = AllSpells[2].GetComponent <LightningBolt>();
     meteor     = AllSpells[5].GetComponent <Meteor>();
     cone       = AllSpells[3].GetComponent <Cone>();
     ghostcast  = AllSpells[4].GetComponent <GhostCast>();
     doublecast = AllSpells[6].GetComponent <DoubleCast>();
     splitcast  = AllSpells[7].GetComponent <SplitCast>();
     companion  = AllSpells[8].GetComponent <Companion>();
     boost      = AllSpells[9].GetComponent <Boost>();
     hasten     = AllSpells[10].GetComponent <Hasten>();
     empower    = AllSpells[11].GetComponent <Empower>();
     blackhole  = AllSpells[12].GetComponent <BlackHole>();
     push       = AllSpells[13].GetComponent <Push>();
     pool       = AllSpells[14].GetComponent <Pool>();
     chaosorb   = AllSpells[15].GetComponent <ChaosOrb>();
     channling  = AllSpells[16].GetComponent <Channeling>();
     blessedaim = AllSpells[17].GetComponent <BlessedAim>();
 }
コード例 #4
0
        public CurrencyFactory(
            IFetchCurrencyValues currencyValueFetch,
            TransmutationOrb transmutation,
            AlterationOrb alteration,
            AugmentationOrb augmentation,
            AlchemyOrb alchemy,
            ChaosOrb chaos,
            RegalOrb regal,
            BlessedOrb blessed,
            ChanceOrb chance,
            DivineOrb divine,
            ExaltedOrb exalted,
            MasterCraft masterCraft,
            ScouringOrb scouring,
            //   VaalOrb vaal,
            AnullmentOrb anull
            )
        {
            Currency = new List <ICurrency>
            {
                transmutation,
                alteration,
                augmentation,
                alchemy,
                chaos,
                regal,
                blessed,
                chance,
                divine,
                exalted,
                masterCraft,
                scouring,
                //   vaal,
                anull
            };

            _currencyFetch = currencyValueFetch;
        }
コード例 #5
0
ファイル: Spellbook.cs プロジェクト: ErteTD/Depper
    public void LevelsixSpell(int lvl6choiceNOW)
    {
        CastSpell  cast    = CastSpell.FindObjectOfType <CastSpell>();
        ChaosOrb   Chaos   = ChaosOrb.GetComponent <ChaosOrb>();
        Channeling channel = Channeling.GetComponent <Channeling>();
        BlessedAim Aim     = BlessedAim.GetComponent <BlessedAim>();

        if (lvl6choiceNOW == 1)
        { // Chaos
            cast.cd4Per           = Chaos.cooldownPercent;
            cast.cd4Pure          = Chaos.cooldownSeconds;
            cast.ChaosOrb_        = Chaos.ChaosOrbBool;
            cast.damage4Per       = 1;
            cast.ChaosOrbAttackCD = Chaos.ChaosOrbAttackCD;
            cast.ChaosOrbDuration = Chaos.ChaosOrbDuration;
            cast.channel          = false;
            cast.BlessedAim       = false;
        }

        if (lvl6choiceNOW == 2)
        { //Channel
            cast.damage4Per = channel.damagePercent;
            cast.cd4Pure    = channel.cooldownSeconds;
            cast.channel    = channel.channeling;
            cast.cd4Per     = channel.cooldownPercent;
            cast.chanDur    = channel.chanDur;
            cast.ChaosOrb_  = false;
            cast.BlessedAim = false;
        }

        if (lvl6choiceNOW == 3)
        { //Blessed
            cast.cd4Per     = Aim.cooldownPercent;
            cast.damage4Per = Aim.damagePercent;
            cast.BlessedAim = Aim.BlessedAimBool;
            cast.cd4Pure    = 0;
            cast.channel    = false;
            cast.ChaosOrb_  = false;
        }
        if (lvl6choiceNOW == 4)
        {
            cast.cd4Per           = Aim.cooldownPercent * Chaos.cooldownPercent;
            cast.damage4Per       = Aim.damagePercent;
            cast.BlessedAim       = Aim.BlessedAimBool;
            cast.cd4Pure          = Chaos.cooldownSeconds;
            cast.channel          = false;
            cast.ChaosOrb_        = Chaos.ChaosOrbBool;
            cast.ChaosOrbAttackCD = Chaos.ChaosOrbAttackCD;
            cast.ChaosOrbDuration = Chaos.ChaosOrbDuration;
        }
        if (lvl6choiceNOW == 5)
        {
            cast.cd4Per           = channel.cooldownPercent * Chaos.cooldownPercent;
            cast.damage4Per       = channel.damagePercent;
            cast.BlessedAim       = false;
            cast.cd4Pure          = Chaos.cooldownSeconds;
            cast.channel          = channel.channeling;;
            cast.chanDur          = channel.chanDur;
            cast.ChaosOrb_        = Chaos.ChaosOrbBool;
            cast.ChaosOrbAttackCD = Chaos.ChaosOrbAttackCD;
            cast.ChaosOrbDuration = Chaos.ChaosOrbDuration;
            cast.cone             = false;
            cast.aoeSizeMeteor    = 5;
        }

        if (lvl6choiceNOW == 0)
        {
            cast.cd4Per     = 1;
            cast.damage4Per = 1;
            cast.cd4Pure    = 0;
            cast.BlessedAim = false;
            cast.channel    = false;
            cast.ChaosOrb_  = false;
        }
    }