public NiPSBombForce() { decay = 0.0f; deltaV = 0.0f; decayType = (DecayType)0; symmetryType = (SymmetryType)0; bombObject = null; }
public NiPSysBombModifier() { bombObject = null; decay = 0.0f; deltaV = 0.0f; decayType = (DecayType)0; symmetryType = (SymmetryType)0; }
public NiParticleBomb() { decay = 0.0f; duration = 0.0f; deltav = 0.0f; start = 0.0f; decayType = (DecayType)0; symmetryType = (SymmetryType)0; }
public NiParticleBomb(NiFile niFile) : base(niFile) { decay = niFile.Reader.ReadSingle(); duration = niFile.Reader.ReadSingle(); deltaV = niFile.Reader.ReadSingle(); start = niFile.Reader.ReadSingle(); decayType = (DecayType)niFile.Reader.ReadInt32(); position = niFile.Reader.ReadVector3(); direction = niFile.Reader.ReadVector3(); }
public NiParticleBomb(NIFReader file, BinaryReader reader) : base(file, reader) { Decay = reader.ReadSingle(); Duration = reader.ReadSingle(); DeltaV = reader.ReadSingle(); Start = reader.ReadSingle(); DecayType = (DecayType)reader.ReadUInt32(); SymmetryType = (SymmetryType)reader.ReadUInt32(); Position = reader.Read <Vector3>(); Direction = reader.Read <Vector3>(); }
public Status(string name, string desc, Sprite icon, DecayType dt, int stacksMax, float duration, params StatusComponent[] components) { this.name = name; this.desc = desc; this.icon = icon; this.decayType = dt; initDuration = duration; _duration = initDuration; this.stacksMax = stacksMax; _stacks = 1; this.components = components; for (int i = 0; i < components.Length; i++) { this.components [i].setParent(this).stacks = stacks; } }
public void Depreciate(float dt, DecayType myDecayType, bool inTerritory) { if (myDecayType == DecayType.ACTIVE) { if (inTerritory) { sleep -= dt * activeInTerritoryDecayRates.sleepRate; hunger -= dt * activeInTerritoryDecayRates.hungerRate; education -= dt * activeInTerritoryDecayRates.educationRate; wanderLust += dt * activeInTerritoryDecayRates.wanderLustRate; } else { sleep -= dt * activeOutTerritoryDecayRates.sleepRate; hunger -= dt * activeOutTerritoryDecayRates.hungerRate; education -= dt * activeOutTerritoryDecayRates.educationRate; wanderLust -= dt * activeOutTerritoryDecayRates.wanderLustRate; } } else { if (inTerritory) { sleep -= dt * passiveInTerritoryDecayRates.sleepRate; hunger -= dt * passiveInTerritoryDecayRates.hungerRate; education -= dt * passiveInTerritoryDecayRates.educationRate; wanderLust += dt * passiveInTerritoryDecayRates.wanderLustRate; } else { sleep -= dt * passiveOutTerritoryDecayRates.sleepRate; hunger -= dt * passiveOutTerritoryDecayRates.hungerRate; education -= dt * passiveOutTerritoryDecayRates.educationRate; wanderLust -= dt * passiveOutTerritoryDecayRates.wanderLustRate; } } sleep = Mathf.Clamp(sleep, 0, 100); hunger = Mathf.Clamp(hunger, 0, 100); education = Mathf.Clamp(education, 0, 125); wanderLust = Mathf.Clamp(wanderLust, 0, 100); }
public Status(string name, string desc, Sprite icon, DecayType dt, int stacksMax, float duration, params StatusComponent[] comps) { this.name = name; this.desc = desc; this.icon = icon; decayType = dt; initDuration = duration; this.duration = initDuration; this.stacksMax = stacksMax; stacks = 1; components = new Dictionary <Type, StatusComponent> (); foreach (StatusComponent sc in comps) { sc.setParent(this).stacks = stacks; components.Add(sc.GetType(), sc); } }
public Status(string name, string desc, string iconPath, DecayType dt, int stacksMax, float duration, params StatusComponent[] components) { this.name = name; this.desc = desc; this.iconPath = iconPath; this.icon = ABU.LoadAsset <Sprite> (ICON_DIR, iconPath); decayType = dt; initDuration = duration; this.Duration = initDuration; this.StacksMax = stacksMax; Stacks = 1; this.components = components; for (int i = 0; i < components.Length; i++) { this.components [i].SetParent(this).stacks = Stacks; } }
/* Static Methods */ /* Constructors */ public Status(string name, string desc, string iconPath, DecayType dt, int stacksMax, float duration, params StatusComponent[] components) { this.name = name; this.desc = desc; this.iconPath = iconPath; this.icon = Resources.Load <Sprite> (iconPath); decayType = dt; initDuration = duration; this.duration = initDuration; this.stacksMax = stacksMax; stacks = 1; this.components = new StatusComponent[components.Length]; for (int i = 0; i < components.Length; i++) { this.components[i] = new StatusComponent(components[i]); this.components [i].stacks = stacks; } }
private void PpuOpenBusDecay(DecayType action) { switch (action) { case DecayType.None: for (int i = 0; i < 8; i++) { if (ppu_open_bus_decay_timer[i] == 0) { ppu_open_bus = (byte)(ppu_open_bus & (0xff - (1 << i))); ppu_open_bus_decay_timer[i] = 1786840; // about 1 second worth of cycles } else { ppu_open_bus_decay_timer[i]--; } } break; case DecayType.All: for (int i = 0; i < 8; i++) { ppu_open_bus_decay_timer[i] = 1786840; } break; case DecayType.High: ppu_open_bus_decay_timer[7] = 1786840; ppu_open_bus_decay_timer[6] = 1786840; ppu_open_bus_decay_timer[5] = 1786840; break; case DecayType.Low: for (int i = 0; i < 6; i++) { ppu_open_bus_decay_timer[i] = 1786840; } break; } }
public Status(SerializationInfo info, StreamingContext context) { name = info.GetString("name"); desc = info.GetString("desc"); iconPath = info.GetString("icon"); icon = Resources.Load <Sprite> (iconPath); decayType = (DecayType)info.GetInt32("decayType"); initDuration = info.GetSingle("initDuration"); duration = info.GetSingle("duration"); stacksMax = info.GetInt32("stacksMax"); stacks = info.GetInt32("stacks"); int numComponents = info.GetInt32("numComponents"); this.components = new StatusComponent[numComponents]; for (int i = 0; i < numComponents; i++) { components[i] = (StatusComponent)info.GetValue("component" + i, typeof(StatusComponent)); } }
void CheckPriorities() { DecayType myDecayType = DecayType.PASSIVE; if (inControl) { myDecayType = DecayType.ACTIVE; } myPriorities.Depreciate(Time.deltaTime, myDecayType, inTerritory); //high if (Priorities.education > 100) { expMultiplier = 2.0f; myStatusEffects.dimWit = 0; myStatusEffects.genius = 1; } else if (myStatusEffects.genius == 1) { myStatusEffects.genius = 0; expMultiplier = 1.0f; } //low education -> dullness if (Priorities.education > stageOnePriorityPenalty) { if (myStatusEffects.dimWit != 0) { expMultiplier += myStatusEffects.dimWit * .25f; myStatusEffects.dimWit = 0; } } else if (Priorities.education > stageTwoPriorityPenalty) { if (myStatusEffects.dimWit != 1) { expMultiplier += myStatusEffects.dimWit * .25f; myStatusEffects.dimWit = 1; expMultiplier -= myStatusEffects.dimWit * .25f; } } else if (Priorities.education > stageThreePriorityPenalty) { if (myStatusEffects.dimWit != 2) { expMultiplier += myStatusEffects.dimWit * .25f; myStatusEffects.dimWit = 2; expMultiplier -= myStatusEffects.dimWit * .25f; } } else if (myStatusEffects.dimWit != 3) { expMultiplier += myStatusEffects.dimWit * .25f; myStatusEffects.dimWit = 3; expMultiplier -= myStatusEffects.dimWit * .25f; } //low hunger -> starvation if (myPriorities.hunger > stageOnePriorityPenalty) { myStatusEffects.starvation = 0; } else if (myPriorities.hunger > stageTwoPriorityPenalty) { myStatusEffects.starvation = 1; } else if (myPriorities.hunger > stageThreePriorityPenalty) { myStatusEffects.starvation = 2; } else { myStatusEffects.starvation = 3; } //low sleep -> sleep deprevation if (myPriorities.sleep > stageOnePriorityPenalty) { if (myStatusEffects.sleepDerpivation != 0) { healingMultiplier += .25f + myStatusEffects.sleepDerpivation * .25f; myStatusEffects.sleepDerpivation = 0; } } else if (myPriorities.sleep > stageTwoPriorityPenalty) { if (myStatusEffects.sleepDerpivation != 1) { if (myStatusEffects.sleepDerpivation == 0) { healingMultiplier -= .25f; } healingMultiplier += myStatusEffects.sleepDerpivation * .25f; myStatusEffects.sleepDerpivation = 1; healingMultiplier -= myStatusEffects.sleepDerpivation * .25f; } } else if (myPriorities.sleep > stageThreePriorityPenalty) { if (myStatusEffects.sleepDerpivation != 2) { healingMultiplier += myStatusEffects.sleepDerpivation * .25f; myStatusEffects.sleepDerpivation = 2; healingMultiplier -= myStatusEffects.sleepDerpivation * .25f; } } else if (myStatusEffects.sleepDerpivation != 3) { healingMultiplier += myStatusEffects.sleepDerpivation * .25f; myStatusEffects.sleepDerpivation = 3; healingMultiplier -= myStatusEffects.sleepDerpivation * .25f; } //if wanderlust->high if (myPriorities.wanderLust >= 95f) { myStatusEffects.homeSick = 0; myStatusEffects.stirCrazy = 1; } else { myStatusEffects.stirCrazy = 0; } //low wanderLust -> homeSick if (myPriorities.wanderLust > stageOnePriorityPenalty) { if (myStatusEffects.homeSick != 0) { myStatusEffects.homeSick = 0; lockAllAttacks(false); } } else if (myPriorities.wanderLust > stageTwoPriorityPenalty) { if (myStatusEffects.homeSick == 0) //set up stage 1 lock { int randomLock = UnityEngine.Random.Range(0, 3); attackLock[randomLock] = true; previousLocks[0] = randomLock; myStatusEffects.homeSick = 1; } else if (myStatusEffects.homeSick == 2) { attackLock[previousLocks[1]] = false; //unlock stage 2's lock myStatusEffects.homeSick = 1; } } else if (myPriorities.wanderLust > stageThreePriorityPenalty) { if (myStatusEffects.homeSick == 1) //set up stage 2 lock { int randomLock = UnityEngine.Random.Range(0, 3); if (randomLock == previousLocks[0]) //prevent re lock { randomLock++; randomLock %= 4; } attackLock[randomLock] = true; previousLocks[1] = randomLock; myStatusEffects.homeSick = 2; } else if (myStatusEffects.homeSick == 3) { attackLock[previousLocks[2]] = false; //unlock stage 3's lock myStatusEffects.homeSick = 2; } } else if (myStatusEffects.homeSick != 3) { int randomLock = UnityEngine.Random.Range(0, 3); while (randomLock == previousLocks[0] || randomLock == previousLocks[1]) //prevent re lock { randomLock++; randomLock %= 4; } attackLock[randomLock] = true; previousLocks[2] = randomLock; myStatusEffects.homeSick = 3; } //preserve current health between tranfusion, since deltaStats shouldn't have anything to do with it float currentHealth = currentStats.health; currentStats.SetEqual(baseStats + deltaStats); currentStats.health = currentHealth; }