public void EquipItem(Equipment item, Transform transform) { if (item.itemData.ownerEntity == null) { item.itemData.ownerEntity = ownerEntity; } if (item.itemData.ownerEntity == ownerEntity && !item.itemData.isStored && item != null) { EquipmentData data = item.itemData as EquipmentData; if (data != null) { if (ownerEntity.equipments[data.equipmentType] != null) { UnequipItem(ownerEntity.equipments[data.equipmentType]); } if (data.equipmentType == EquipmentType.Weapon) { ownerEntity.equipments[EquipmentType.Weapon] = item; HoldItem(item, transform); } item.OnEquipped(); } } }
void ShowMainEffectLabel(EquipmentData normalItem, EquipmentData targetItem) { bool isFullLevel = targetItem == null; Effect01UpArrow.gameObject.SetActive(!isFullLevel); Effect02UpArrow.gameObject.SetActive(!isFullLevel); FullLevelLabel.gameObject.SetActive(isFullLevel); CanUpgradeObj.SetActive(!isFullLevel); EffectData targetEffect1data = null; EffectData targetEffect2data = null; EffectData normalEffect1data = null; EffectData normalEffect2data = null; int targetEffect1AddNum = 0; int targetEffect2AddNum = 0; int normalEffect1AddNum = 0; int normalEffect2AddNum = 0; GetEffectData(normalItem, out normalEffect1data, out normalEffect2data, out normalEffect1AddNum, out normalEffect2AddNum, true); if (targetItem != null) { GetEffectData(normalItem, out targetEffect1data, out targetEffect2data, out targetEffect1AddNum, out targetEffect2AddNum, false); } Effect01Icon.spriteName = normalEffect1data.EffectRes; Effect02Icon.spriteName = normalEffect2data.EffectRes; Effect01NameLabel.SetText(LanguageTextManager.GetString(normalEffect1data.IDS)); Effect02NameLabel.SetText(LanguageTextManager.GetString(normalEffect2data.IDS)); Effect01NumLabel.SetText(normalEffect1AddNum); Effect02NumLabel.SetText(normalEffect2AddNum); Effect01AddLabel.SetText(targetEffect1data == null?0: targetEffect1AddNum - normalEffect1AddNum); Effect02AddLabel.SetText(targetEffect2data == null?0:targetEffect2AddNum - normalEffect2AddNum); }
/// <summary> /// 是否是装备表 /// </summary> /// <param 表名="tbName"></param> /// <param 数据阅读器="reader"></param> private void IsEquipment(SqliteDataReader reader) { while (reader.Read()) { //获取读到内容中的字段,来保存对应的值 int equipment_Id = reader.GetInt32(reader.GetOrdinal("ID")); string equipmentNmae = reader.GetString(reader.GetOrdinal("equipment_Name")); string equipmentType = reader.GetString(reader.GetOrdinal("equipment_Type")); string equipmentClass = reader.GetString(reader.GetOrdinal("equipment_Class")); int equipment_HP = reader.GetInt32(reader.GetOrdinal("equipment_HP")); int equipment_AD = reader.GetInt32(reader.GetOrdinal("equipment_AD")); int equipment_AP = reader.GetInt32(reader.GetOrdinal("equipment_AP")); int equipment_DEF = reader.GetInt32(reader.GetOrdinal("equipment_DEF")); int equipment_RES = reader.GetInt32(reader.GetOrdinal("equipment_RES")); int equipmentPrice = reader.GetInt32(reader.GetOrdinal("equipment_Price")); //创建模型 EquipmentData equipmentData = new EquipmentData { equipment_Id = equipment_Id, equipmentNmae = equipmentNmae, equipmentType = equipmentType, equipmentClass = equipmentClass, equipment_HP = equipment_HP, equipment_AD = equipment_AD, equipment_AP = equipment_AP, equipment_DEF = equipment_DEF, equipment_RES = equipment_RES, equipmentPrice = equipmentPrice, }; //加入到数据库 SQLiteManager.Instance.equipmentDataSource.Add(equipmentData.equipment_Id, equipmentData); } }
private void EquipmentTransaction(EquipmentData equipment) { currencyState.Coins -= equipment.upgradeCost; currencyState.AddTapMultiplier(equipment.tapMultiplier); currencyState.SynchronizeRealCurrencyAndScreenCurrency(); }
public UniqueCraftingViewModel(EquipmentData equipmentData) : base(equipmentData, equipmentData.UniqueBases) { MsExplicits.PropertyChanged += MsOnPropertyChanged; Init(); }
//添加一个装备到游戏世界 public bool AddEquimentToTheWorld(EquipmentData data) { List <EquipmentData> eList = GetAllEquipmentInTheWorld(); //如果这个装备已经在这个世界上 if (IsEquipmentInTheWorld(data)) { return(false); } //原本世界上没有装备,新装备ID设为0 if (eList.Count == 0) { data.Id = 0; } else { //Id相比最后一个装备的ID + 1 EquipmentData lastEqui = eList[eList.Count - 1]; Debug.Log("lastEqui ID:" + lastEqui.Id); data.Id = lastEqui.Id + 1; Debug.Log("lastEqui ID:" + data.Id); } eList.Add(data); return(true); }
public override void Init(GameObject _go, EquipmentData _data) { base.Init(_go, _data); particles = GetComponentsInChildren <ParticleSystem> (); player.verticalFactor += heightIncrease; jetSound = GetComponent <AudioSource> (); }
public bool Lunch() { try { if (!EquipmentBus.ControllerRegister.CheckRely(RelyEquipment)) { throw new Exception($"依赖设备尚未启动{string.Join("、", RelyEquipment)}"); } UARTDriver = DriversFactory.GetUARTDriver(ComName); UARTDriver.RecEvent += UARTDriver_RecEvent; SBus = DriversFactory.GetSBusDriver(3); SBus.SetSignal += SBus_SetSignal; EquipmentData.IsEnable = true; EquipmentBus.ControllerRegister.Register(Enum.RegisterType.RemoteController, true); } catch (Exception ex) { EquipmentData.AddError(Enum.LogType.Error, "启动遥控器失败!", ex); Logger.Add(Enum.LogType.Error, "启动遥控器失败!", ex); EquipmentData.IsEnable = false; return(false); } return(true); }
public new void Init(ItemFielInfo itemFileInfo) { base.Init(itemFileInfo); if (itemFileInfo == null) { LevelLabel.SetText(""); AddLevelLabel.SetText(""); UpgradIcon.gameObject.SetActive(false); return; } EquipmentData itemData = itemFileInfo.LocalItemData as EquipmentData; LevelLabel.SetText(itemData._AllowLevel); if (itemData.UpgradeID != 0) { int targetLevel = ItemDataManager.Instance.GetItemData(itemData.UpgradeID)._AllowLevel; UpgradIcon.SetActive(true); AddLevelLabel.SetText(targetLevel - itemData._AllowLevel); } else { UpgradIcon.SetActive(false); AddLevelLabel.SetText(""); } }
void Start() { background = transform.GetChild (0); sprite = transform.GetChild (1).GetComponent<UnityEngine.UI.Image> (); inventory_ui = transform.parent.parent.parent.GetComponent<InventoryScript> (); data = null; }
public object EditEquipment(EditEquipmentViewModel editEquipmentViewModel) { if (!ModelState.IsValid) { return(Request.CreateResponse(HttpStatusCode.BadRequest, new BaseResponse(ResponseStatus.ValidationError.ToString(), ModelState.Values.ToList()[0].Errors[0].ErrorMessage))); } CurrentUserInfo currentUserInfo = _tokenHelper.GetUserInfo(); if (!_equipmentLogic.IsEquipmentExist(editEquipmentViewModel.ProjectId, editEquipmentViewModel.EquipmentId)) { return(Request.CreateResponse(HttpStatusCode.NotFound, new BaseResponse(ResponseStatus.Notfound.ToString(), ResponseMessagesModel.DailyActiviyNotFound))); } if (_projectLogic.GetUserRoleInProject(currentUserInfo.Id, editEquipmentViewModel.ProjectId) == UserRole.Collaborator && !_equipmentLogic.IsEquipmentCreatedBy(currentUserInfo.Id, editEquipmentViewModel.EquipmentId)) { return(Request.CreateResponse(HttpStatusCode.MethodNotAllowed, new BaseResponse(ResponseStatus.ValidationError.ToString(), ResponseMessagesModel.PermissionDenied))); } EquipmentData equipmentData = EditEquipmentViewModel.GetEquipmentData(editEquipmentViewModel); _equipmentLogic.Edit(equipmentData); return(Request.CreateResponse(HttpStatusCode.OK, new BaseResponse(ResponseStatus.Success.ToString(), ResponseMessagesModel.Success))); }
/// <summary> /// 卖出指定的ID的物品, 规定只能从背包卖 /// 第二个参数是:当完成或者未完成时,回调调用自己的View中的方法。 /// </summary> /// <param name="id"></param> public void SellItem(int id, CallBack callback) { //通过ID从背包中找到物品 EquipmentData data = BagData.Instance.GetItem(id); //如果data是null, 背包中没有这个物品,id有问题 if (data == null) { //通知调用这个方法的View 你的ID是有问题的吧。 //Debug.LogError("通知调用这个方法的View 你的ID是有问题的吧。"); if (callback != null) { callback(false, "ID有问题!"); } } else { //删除物品 BagData.Instance.RemoveItem(data); ////加钱 BagData.Instance.AddMoney(data.PriceSell); if (callback != null) { callback(true, "卖出成功"); } } }
public EquipmentData GetData() { switch (type) { case EquipmentVariant.PISTOL: myData = SaveData.Current.inventory.pistol; break; case EquipmentVariant.DAGGER: myData = SaveData.Current.inventory.dagger; break; case EquipmentVariant.MAGNETIZE: myData = SaveData.Current.inventory.magnetize; break; case EquipmentVariant.GRAPPLE: myData = SaveData.Current.inventory.gravityGrapple; break; case EquipmentVariant.ATTRACTOR: myData = SaveData.Current.inventory.gravityAttractor; break; } return(myData); }
public override void OnResponseReceived(dynamic data) { KCDatabase db = KCDatabase.Instance; db.Material.LoadFromResponse(APIName, data.api_after_material); if (data.api_after_slot()) //改修成功時のみ存在 { EquipmentData eq = db.Equipments[(int)data.api_after_slot.api_id]; if (eq != null) { eq.LoadFromResponse(APIName, data.api_after_slot); } } if (data.api_use_slot_id()) { foreach (int id in data.api_use_slot_id) { db.Equipments.Remove(id); } } base.OnResponseReceived((object)data); }
public static void Create() { SafeCall(() => AccessorySetData.Get()); SafeCall(() => EquipmentSetData.Get()); SafeCall(() => CharacterData.Get()); // SafeCall(() => GetAkashas()); var share = new ShareEffect(); SafeCall(() => BroochesData.Create(share)); SafeCall(() => TitleData.Create(share)); foreach (var field in Enum.GetValues <EquipmentField>()) { SafeCall(() => EquipmentData.Get(field)); } foreach (var field in Enum.GetValues <AccessoryField>()) { SafeCall(() => AccessoryData.Get(field)); } foreach (var field in Enum.GetValues <PluginField>()) { SafeCall(() => PluginData.Get(field)); } foreach (var field in Enum.GetValues <TagField>()) { SafeCall(() => TagData.Get(field)); } }
/// <summary> /// 异步获取装备预制体,穿上装备 /// </summary> /// <returns>The equipment.</returns> /// <param name="data">装备数据</param> /// <param name="dressTransform">穿到哪个位置</param> IEnumerator DressEquipment(EquipmentData data, Transform dressTransform) { ResourceRequest request = Resources.LoadAsync <GameObject>("Prefabs/" + data.PrefabName); yield return(request); if (request.asset == null) { Debug.Log("找不到这个装备的预制体"); yield break; } if (!(request.asset is GameObject)) { Debug.Log("这个装备的预制体有错误"); yield break; } GameObject prefab = request.asset as GameObject; GameObject go = Instantiate <GameObject>(prefab, dressTransform); //修改装备的layer,使人物专用摄像机能拍到装备 go.layer = equipmentLayer; //设置标签,便于删除装备 go.tag = equipmentTag; Debug.Log("装备游戏物体名字:" + go.name); }
protected override void Click(PointerEventData eventData) { //如果格子里面有装备,记录玩家将要买的装备ID,如果没有,记录ID为-1 EquipmentData data = ShopData.Instance.GetItem(itemID); ShopData.Instance.WillBuyID = data == null ? -1 : itemID; }
public static void LoadInGameEquipment() { EquipmentData data = LoadEquipment(); int numSlots = Enum.GetNames(typeof(EquipmentSlot)).Length; EquipmentManager.instance.currentEquipment = new Equipment[numSlots]; }
//9.18 以0X格式补齐日期和时间 //public static List<EquipmentData> GetListByTime(long equipmentID,string dt1,string dt2) public static List <EquipmentData> GetListByTime(long equipmentID, DateTime dt1, DateTime dt2) { //dt2 = dt2.AddDays(1); string sql = string.Format("select a.EquipmentID,a.Chroma,a.Temperature,a.Humidity,a.AddTime,b.UnitType from tb_EquipmentData a left join tb_Equipment b on a.EquipmentID=b.ID where EquipmentID={0} and AddTime >='{1}' and AddTime <='{2}'", equipmentID, dt1.ToString("yyyy-MM-dd HH:mm:ss"), dt2.ToString("yyyy-MM-dd HH:mm:ss")); DataSet ds = new DataSet(); ds = SqliteHelper.Query(sql); if (ds.Tables.Count > 0 && ds.Tables[0].Rows.Count > 0) { List <EquipmentData> list = new List <EquipmentData>(); foreach (DataRow row in ds.Tables[0].Rows) { EquipmentData eq = new EquipmentData(); eq.EquipmentID = Convert.ToInt32(row["EquipmentID"]); if (Convert.ToSingle(row["Chroma"]) < 10000) { eq.Chroma = Convert.ToSingle(row["Chroma"]); } //eq.Temperature = Convert.ToSingle(row["Temperature"]); //eq.Humidity = Convert.ToSingle(row["Humidity"]); eq.AddTime = Convert.ToDateTime(row["AddTime"]); eq.UnitType = Convert.ToByte(row["UnitType"]); list.Add(eq); } return(list); } LogLib.Log.GetLogger("EquipmentDataDal").Warn("获取浓度数据失败"); return(null); }
public static List <EquipmentData> GetListByTime(long equipmentID, DateTime dt1, DateTime dt2) { //dt2 = dt2.AddDays(1); string sql = string.Format("select a.Chroma,a.Temperature,a.Humidity,a.AddTime from tb_EquipmentData{0} a where AddTime >= @dt1 and AddTime <= @dt2", equipmentID); List <EquipmentData> list = new List <EquipmentData>(); using (SQLiteConnection conn = new SQLiteConnection(SqliteHelper.ConnectionString)) { conn.Open(); SQLiteCommand cmd = new SQLiteCommand(sql, conn); cmd.Parameters.AddWithValue("@dt1", dt1); cmd.Parameters.AddWithValue("@dt2", dt2); SQLiteDataReader reader = cmd.ExecuteReader(); while (reader.Read()) { EquipmentData eq = new EquipmentData(); eq.Chroma = reader.GetFloat(0); eq.AddTime = reader.GetDateTime(3); list.Add(eq); } } return(list); }
public static List <EquipmentData> GetListByTime2(string equipmentID, DateTime dt1, DateTime dt2) { //dt2 = dt2.AddDays(1); string sql = string.Format("select a.EquipmentID,a.Chroma,a.Temperature,a.Humidity,a.AddTime,b.UnitType from tb_EquipmentData a left join tb_Equipment b on a.EquipmentID=b.ID where EquipmentID in ({0}) and AddTime >='{1}' and AddTime <='{2}'", equipmentID, dt1.ToString("yyyy-MM-dd HH:mm:ss"), dt2.ToString("yyyy-MM-dd HH:mm:ss")); List <EquipmentData> list = new List <EquipmentData>(); Stopwatch watch = new Stopwatch(); watch.Start(); using (SQLiteDataReader reader = SqliteHelper.ExecuteReader(sql)) { Trace.WriteLine("ExecuteReader: " + watch.Elapsed); watch.Restart(); while (reader.Read()) { EquipmentData eq = new EquipmentData(); eq.EquipmentID = reader.GetInt32(0); eq.Chroma = reader.GetFloat(1); eq.Chroma = eq.Chroma < 10000 ? eq.Chroma : 0; eq.AddTimeStr = reader[4].ToString(); eq.UnitType = reader.GetByte(5); list.Add(eq); } Trace.WriteLine("read: " + watch.Elapsed); } watch.Stop(); return(list); }
/// <summary> /// 卸下指定的id的装备,数据一定在playerData里 /// </summary> public void DemountItem(int id, CallBack callback) { //判断playerData里是否有这个id的装备 EquipmentData data = PlayerData.Instance.GetItem(id); if (data == null)//空的时候,身上没有这个id的物品 { if (callback != null) { callback(false, "人物身上没有该ID的物品"); } } else { //先把该装备从人物身上删除 PlayerData.Instance.RemoveItem(data); //再把该装备添加到背包数据里去 BagData.Instance.AddItem(data); //通知界面成功 if (callback != null) { callback(true, "成功卸载装备"); } } }
//根据商店里的装备生成一个新的装备 public EquipmentData GenerateEquipment(int id) { EquipmentData data = GetItem(id); data = data.Copy(); return(data); }
/// <summary> /// Determines whether this instance is own the specified data. /// </summary> /// <returns><c>true</c> if this instance is own the specified data; otherwise, <c>false</c>.</returns> /// <param name="data">Data.</param> public bool IsOwn(ForgeRecipeData data) { bool isOwn = false; ItemData Itemdata = ItemDataManager.Instance.GetItemData(data.ForgeEquipmentID); if (Itemdata._GoodsClass == 1) { EquipmentData qu = Itemdata as EquipmentData; List <ItemFielInfo> list = ContainerInfomanager.Instance.itemFielArrayInfo.Where(p => p.LocalItemData._GoodsSubClass == qu._GoodsSubClass).ToList(); foreach (var item in list) { if (item.equipmentEntity.EQUIP_FIELD_QAULITY >= qu._ColorLevel) { isOwn = true; } else if (item.equipmentEntity.EQUIP_FIELD_QAULITY == qu._ColorLevel && item.LocalItemData._AllowLevel >= qu._AllowLevel) { isOwn = true; } } } else { isOwn = false; } return(isOwn); }
public void Create() { ConfigMonster player = ConfigManager.Instance.ReqMonster(GameConfig.PLAYER_CONFIG_ID); if (player != null) { _healthy = GameConfig.PLAYER_BASE_HEALTHY; _energy = GameConfig.PLAYER_BASE_ENERGY; _hungry = GameConfig.PLAYER_BASE_HUNGRY; _hp = player._hp; _baseHp = player._hp; _def = player._def; _atk = player._atk; _power = player._power; _agile = player._agile; _physic = player._physic; _charm = player._charm; _perception = player._perception; _buffID = 0; _buffDuration = 0; _status = PlayerBattleStatus.Balance; _gold = 0; _items = new List <ItemData>(); EquipmentData equip = new EquipmentData(1); _equipmentList = new List <EquipmentData>(); } else { MyLog.LogError("Player config data is null."); } }
public void Add(EquipmentData data_added) { data = data_added; background.gameObject.SetActive (true); sprite.gameObject.SetActive (true); sprite.sprite = data.sprite; }
public EquipmentData Copy() { string json = JsonUtility.ToJson(this); EquipmentData e = JsonUtility.FromJson <EquipmentData>(json); return(e); }
private bool IsCanFastSelect(ItemData goodsLocalData, List <EquipmentData> equipedDataList) { if (goodsLocalData._TradeFlag == 1 && goodsLocalData.CanBeFastSelect) { ItemData.ItemType itemType = ItemData.GetItemType(goodsLocalData); if (itemType != ItemData.ItemType.Equipment) { return(true); } else { EquipmentData equipGoodsData = (EquipmentData)goodsLocalData; // 武器和玩家的职业比对,如果不可用,则直接可以快速出售 int Profession = PlayerManager.Instance.FindHeroDataModel().PlayerValues.PlayerCommonValue.PLAYER_FIELD_VISIBLE_VOCATION; string[] allowPro = equipGoodsData._AllowProfession.Split('+'); if (!allowPro.Contains(Profession.ToString())) { return(true); } EquipmentData equiptedData = equipedDataList.FirstOrDefault(P => P._vectEquipLoc == equipGoodsData._vectEquipLoc); if (equiptedData != null) { if (equipGoodsData._ColorLevel < equiptedData._ColorLevel || (equipGoodsData._ColorLevel == equiptedData._ColorLevel && equipGoodsData._AllowLevel < equiptedData._AllowLevel)) { return(true); } } } } return(false); }
//表示装備パラメータ設定 void paramSet(EquipmentData eData, bool change = false) { if (!change) { charaName.text = pData.Name; weaponName.text = pData.EquipWeapon.Name; armorName.text = pData.EquipArmor.Name; atk.text = "攻:" + (pData.EquipWeapon.Atk + pData.Atk).ToString(); def.text = "防:" + (pData.EquipWeapon.Def + pData.Def).ToString(); mAtk.text = "魔攻:" + (pData.EquipWeapon.MgAtk + pData.MgAtk).ToString(); mDef.text = "魔防:" + (pData.EquipWeapon.MgDef + pData.MgDef).ToString(); luck.text = "運:" + (pData.EquipWeapon.Luck + pData.Luck).ToString(); speed.text = "早:" + (pData.EquipWeapon.Spd + pData.Spd).ToString(); detail.text = pData.EquipWeapon.Detail; equipImage.sprite = gameObject.GetComponent <multipleSliceImageLoadController>().ReadMutipleImageFile(pData.EquipWeapon.fileName, pData.EquipWeapon.spriteName); } else { charaName.text = pData.Name; weaponName.text = pData.EquipWeapon.Name + "\r\n" + "↓" + "\r\n" + eData.Name; armorName.text = pData.EquipArmor.Name; atk.text = "攻:" + (pData.EquipWeapon.Atk + pData.Atk).ToString() + "→" + (pData.Atk + eData.Atk).ToString(); def.text = "防:" + (pData.EquipWeapon.Def + pData.Def).ToString() + "→" + (pData.Def + eData.Def).ToString();; mAtk.text = "魔攻:" + (pData.EquipWeapon.MgAtk + pData.MgAtk).ToString() + "→" + (pData.MgAtk + eData.MgAtk).ToString(); mDef.text = "魔防:" + (pData.EquipWeapon.MgDef + pData.MgDef).ToString() + "→" + (pData.MgDef + eData.MgDef).ToString(); luck.text = "運:" + (pData.EquipWeapon.Luck + pData.Luck).ToString() + "→" + (pData.Luck + eData.Luck).ToString(); speed.text = "早:" + (pData.EquipWeapon.Spd + pData.Spd).ToString() + "→" + (pData.Spd + eData.Spd).ToString(); detail.text = eData.Detail; equipImage.sprite = gameObject.GetComponent <multipleSliceImageLoadController>().ReadMutipleImageFile(eData.fileName, eData.spriteName); } }
public override void OnResponseReceived(dynamic data) { KCDatabase db = KCDatabase.Instance; //api_ship_data foreach (var elem in data.api_ship_data) { int id = (int)elem.api_id; ShipData ship = db.Ships[id]; ship.LoadFromResponse(APIName, elem); for (int i = 0; i < ship.Slot.Count; i++) { if (ship.Slot[i] == -1) { continue; } if (!db.Equipments.ContainsKey(ship.Slot[i])) { //改装時に新装備を入手するが、追加される前にIDを与えられてしまうため EquipmentData eq = new EquipmentData(); eq.LoadFromResponse(APIName, ship.Slot[i]); db.Equipments.Add(eq); } } } //api_deck_data db.Fleet.LoadFromResponse(APIName, data.api_deck_data); base.OnResponseReceived((object)data); }
public bool Lunch() { try { //检查依赖 if (!EquipmentBus.ControllerRegister.CheckRely(RelyEquipment)) { throw new Exception($"依赖设备尚未启动{string.Join("、", RelyEquipment)}"); } I2CDevice = I2CDriver.I2CBus.AddDevice(Addr); I2CDevice.WriteAddressByte(MODE1, 0x00); SetPWMFreq(Freq); EquipmentData.IsEnable = true; EquipmentBus.ControllerRegister.Register(RegisterType.Pca9685, false); } catch (Exception ex) { EquipmentData.AddError(LogType.Error, $"启动地址为{Addr},频率为{Freq}的PCA9685失败!", ex); Logger.Add(LogType.Error, $"启动地址为{Addr},频率为{Freq}的PCA9685失败!", ex); EquipmentData.IsEnable = false; return(false); } return(true); }
/// <summary> /// 初始化裝備屬性 /// </summary> protected virtual void InitEquipment(EquipmentData _equipment) { Level = _equipment.Level; Name = _equipment.Name; Weight = _equipment.Weight; Constitution = _equipment.Constitution; Mind = _equipment.Mind; Strength = _equipment.Strength; Faith = _equipment.Faith; Alert = _equipment.Alert; Will = _equipment.Will; Skill = _equipment.Skill; Agile = _equipment.Agile; Power = _equipment.Power; PAttack = _equipment.PAttack; MAttack = _equipment.MAttack; PLethalityRate = _equipment.PLethalityRate; MLethalityRate = _equipment.MLethalityRate; PDefense = _equipment.PDefense; MDefense = _equipment.MDefense; PResistanceRate = _equipment.PResistanceRate; MResistanceRate = _equipment.MResistanceRate; Accuracy = _equipment.Accuracy; Dodge = _equipment.Dodge; Tenacity = _equipment.Tenacity; }
public void ChangeHeroWeapon(object obj) { if (!gameObject.activeSelf) { return; } var WeaponInfo = m_data.dwGoods [0]; //TraceUtil.Log("当前默认武器ID:"+WeaponInfo.uidGoods); if (WeaponInfo.dwGoodsID != 0) { if (WeaponInfo.dwGoodsID != CurrentWeaponID) { CurrentWeaponID = WeaponInfo.dwGoodsID; EquipmentData weapdata = ItemDataManager.Instance.GetItemData((int)WeaponInfo.dwGoodsID) as EquipmentData; string weapon = weapdata._ModelId; var weaponEff = weapdata.WeaponEff; StartCoroutine(ChangeWeapon(weapon, weaponEff)); } } // else if (WeaponInfo.dwGoodsID != CurrentWeaponID) // { //// if (CurrentWeaponID != 0) //// { //// CurrentWeaponID = 0; //// StartCoroutine(ChangeDefulsWeapon()); //// } // } }
public void Add(EquipmentData equipment) { this.Equipments.Add(equipment); this.setEquipmentDataReceivers.ForEach((r) => { ExecuteEvents.Execute<IReceiveAddEquipment>(r, null, (handler, eventData) => handler.OnAddEquipment(this.Equipments.Count - 1, equipment)); }); }
private void BuyKeyboardEquipment(EquipmentData data) { GameState.instance.Equipment.KeyboardEquipmentId = data.id; if (EquipmentTransaction != null) { EquipmentTransaction(data); } }
public void OnChangeEquipmentData(int id, EquipmentData data) { if(this.id != id) { return; } this.Broadcast(data); }
private EquipmentData GetCopy(EquipmentData data) { if(data == null) { return null; } return data.Copy; }
protected Equipment(EquipmentData data) : this() { Name = data.Name; Desc = data.Desc; DoAttach = data.DoAttach; DoDetach = data.DoDetach; }
public void ChangeEquipment(EquipmentData equipment) { this.Equipments[this.selectId] = equipment; this.setEquipmentDataReceivers.ForEach((r) => { ExecuteEvents.Execute<IReceiveChangeEquipmentData>(r, null, (handler, eventData) => handler.OnChangeEquipmentData(this.selectId, equipment)); ExecuteEvents.Execute<IReceiveSetEquipmentData>(r, null, (handler, eventData) => handler.OnSetEquipmentData(this.Equipments[this.selectId])); }); }
public static EquipmentData operator -(EquipmentData equ1, EquipmentData equ2) { EquipmentData equipment = new EquipmentData(); equipment.Type = equ1.Type; equipment.Name = "Différence :\n" + equ1.Name + "\n" + equ2.Name; equipment.Attributes = equ1.Attributes - equ2.Attributes; equipment.Armor = equ1.Armor - equ2.Armor; equipment.MagicArmor = equ1.MagicArmor - equ2.MagicArmor; return equipment; }
public static EquipmentData operator +(EquipmentData equ1, EquipmentData equ2) { EquipmentData equipment = new EquipmentData(); equipment.Type = EquipmentType.Set; equipment.Name = "Combinaison :\n" + equ1.Name + "\n" + equ2.Name; equipment.Attributes = equ1.Attributes + equ2.Attributes; equipment.Armor = equ1.Armor + equ2.Armor; equipment.MagicArmor = equ1.MagicArmor + equ2.MagicArmor; return equipment; }
public void OnChangeEquipmentData(int id, EquipmentData data) { if(this.executing) { return; } this.executing = true; ExecuteEventsExtensions.Broadcast<IReceiveChangeEquipmentData>(this.transform, null, (handler, eventData) => handler.OnChangeEquipmentData(id, data)); this.executing = false; }
public void Remove(EquipmentData equipment) { if (Equipments[equipment] > 1) { Equipments[equipment] -= 1; } else { Equipments.Remove(equipment); } }
public void AddEquipment(EquipmentData equipment) { if (Equipments.ContainsKey(equipment)) { Equipments[equipment] += 1; } else { Equipments.Add(equipment, 1); } }
public EquipmentData GetEquipment( EquipmentData.Type type, string name ) { foreach( EquipmentData equipmentData in equipment ) { if( equipmentData.type == type && equipmentData.name == name ) { return equipmentData; } } return new EquipmentData( type, "Naked", 0, 0 ); }
public void Unequip() { weapon_holder.GetChild (0).gameObject.SetActive (false); weapon_holder.GetChild (1).gameObject.SetActive (false); weapon_holder.GetChild (2).gameObject.SetActive (false); weapon_holder.GetChild (3).gameObject.SetActive (false); attack_speed = 1.0f; equipped = null; }
public void Equip( EquipmentData.Type type, string name ) { for (int i = 0; i < equipment.Count; i++) { if( equipment[i].type == type ) { equipment[i] = GameManager.equipmentList.GetEquipment( type, name ); return; } } equipment.Add( GameManager.equipmentList.GetEquipment( type, name ) ); }
public void OnSetEquipmentData(EquipmentData data) { if(this.executing) { return; } this.executing = true; ExecuteEventsExtensions.Broadcast<IReceiveSetEquipmentData>(this.receiver, null, (handler, eventData) => handler.OnSetEquipmentData(data)); this.executing = false; }
public void Equip(EquipmentData weapon) { equipped = weapon; weapon_holder.GetChild (0).gameObject.SetActive (false); weapon_holder.GetChild (1).gameObject.SetActive (false); weapon_holder.GetChild (2).gameObject.SetActive (false); weapon_holder.GetChild (3).gameObject.SetActive (false); weapon_holder.GetChild (equipped.id).gameObject.SetActive (true); attack_speed = equipped.attack_speed; }
public static Dictionary<AttributeType, int> Convert(EquipmentData data) { Dictionary<AttributeType, int> attributes = new Dictionary<AttributeType, int>(); attributes = new Dictionary<AttributeType, int>(); attributes.Add(AttributeType.Health, data.Attributes.Health); attributes.Add(AttributeType.Strength, data.Attributes.Str); attributes.Add(AttributeType.Magic, data.Attributes.Mag); attributes.Add(AttributeType.Agility, data.Attributes.Agi); attributes.Add(AttributeType.Dexterity, data.Attributes.Dex); attributes.Add(AttributeType.WillPower, data.Attributes.Will); attributes.Add(AttributeType.Armor, data.Attributes.Armor); attributes.Add(AttributeType.MagicArmor, data.Attributes.MagicArmor); return attributes; }
void Awake() { data = ScriptableObject.CreateInstance ("EquipmentData") as EquipmentData; data.level = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> ().level; data.attack_speed = Random.Range (min_attack_speed, max_attack_speed); data.dmg = base_dmg + inc_dmg * data.level; data.dmg = Random.Range (data.dmg - (data.dmg / 5), data.dmg + (data.dmg / 5)); SetRarity (Random.Range (0, 10000)); data.added_min = data.dmg - (data.dmg / 10); data.added_max = data.dmg + (data.dmg / 10); data.id = id; data.sprite = sprite; data.equip_name = equip_name; data.weapon_holder = GameObject.FindGameObjectWithTag ("WeaponHolder").transform; Destroy (gameObject, 60.0f); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); playerData = Resources.Load("Data/PlayerData")as PlayerData; monsterData = Resources.Load("Data/MonsterData")as MonsterData; stageData = Resources.Load("Data/StageData")as StageData; equipmentData = Resources.Load("Data/EquipmentData")as EquipmentData; weaponData = Resources.Load("Data/WeaponData")as WeaponData; } else { Destroy(gameObject); } }
private string GetEquipmentName(EquipmentData data) { return data == null ? StringAsset.Get(this.noneKey) : data.EquipmentName; }
void Start() { SpawnPlayer(); // Temp / Arre Barre equipmentList = new EquipmentList(); weapon = equipmentList.GetWeapon( 0 ); head = new EquipmentData( EquipmentData.Type.Head, "Naked", 1, 1f ); body = new EquipmentData( EquipmentData.Type.Body, "Naked", 1, 1f ); feet = new EquipmentData( EquipmentData.Type.Feet, "Naked", 1, 1f ); money = 0; }
public void OnSetEquipmentData(EquipmentData data) { this.data = data; }
// parse weapons and equipment from JSON file void InsertEquipment( EquipmentData.Type type, string typeString, JSONNode jsonNode ) { for( int i = 0; i < jsonNode["equipment"][typeString].Count; i++ ) // add helmets { equipment.Add( new EquipmentData( type, jsonNode["equipment"][typeString][i]["name"], jsonNode["equipment"][typeString][i]["armor"].AsInt, jsonNode["equipment"][typeString][i]["speed"].AsInt ) ); } }
public void OnSetEquipmentData(EquipmentData data) { this.prefab = data == null ? null : data.AttackPrefab; }
public void Broadcast(EquipmentData data) { this.observer.OnSetEquipmentData(data); }
public void Remove() { data = null; background.gameObject.SetActive (false); sprite.gameObject.SetActive (false); }