public Hero Create(HeroModel heroModel) { return null; //return new Hero //{ // Model = heroModel, // Position = position, // Texture = AssetsArchive.Instance.Assets.FirstOrDefault(heroModel.) //} }
public void GetCharacters(HeroModel[] models, bool isMine) { if (isMine) { myMap.GetFixedHerosAndPosition(models); } else { otherMap.GetFixedHerosAndPosition(models); } }
private void SelectionChanged() { foreach (var selectable in SelectionManager.GetSelectedObjects()) { var hero = selectable.GetView().GetModel<HeroModel>(); if (hero != null) { selectedHero = hero; return; } } selectedHero = null; OnUnselectHero(); }
public void InitializeSlots(HeroModel heroParam) { hero = heroParam; var slots = hero.GetSpellSlots(); Slot1 = new SpellSlotUi(); InjectionBinder.injector.Inject(Slot1); Slot1.Initialize(this, hero, slots[0], GameDataService.GetIconBySpell(slots[0].spell)); Slot2 = new SpellSlotUi(); InjectionBinder.injector.Inject(Slot2); Slot2.Initialize(this, hero, slots[1], GameDataService.GetIconBySpell(slots[1].spell)); UpgradePoints = hero.UpgradePoints.Value; hero.UpgradePoints.OnPropertyChanged += OnUpgradePointsChanged; }
public IUnit CreateUnit(Vector3 position, UnitTypes type, UnitData data, bool isDefender) { IUnit unit; if (type == UnitTypes.HERO) { unit = new HeroModel(); } else { unit = new UnitModel(); } InjectionBinder.injector.Inject(unit); unit.Spawn(position, data, type, isDefender); unit.InitializeStates(); unit.StartAct(); return unit; }
public void Initialize(HeroContext heroParam, HeroModel heroModelParam, SpellSlot slotParam, string icon) { slot = slotParam; Level = slot.level; Icon = icon; Parent = heroParam; heroModel = heroModelParam; slot.OnStartCooldown += OnStartCooldown; slot.OnEndCooldown += OnEndCooldown; if (slot.Cooldown != null) { IsOnCooldown = true; slot.Cooldown.OnTick += OnTick; } else { IsOnCooldown = false; } }
// 只有ID和品质可以影响toy的外观--只创建英雄所以其实可以不用工程方法 public Toy createToy(int nTypeID, int nQuality, CAMP_TYPE eCampType, stHeroData pHeroData) { Toy pToy = null; stHeroCfg pConfig = HeroConfig.Instance().getHeroInfoById(nTypeID); if (null != pConfig) { HeroToy pHeroToy = new HeroToy(); // 这样将model放开可以使模型易于扩展 HeroModel pHeroModel = new HeroModel(); pHeroModel.init(nTypeID, nQuality); pHeroToy.bindModel(pHeroModel); pHeroToy.setHeroConfig(pConfig); pHeroToy.setHeroData(pHeroData); initToy(pHeroToy, nTypeID, nQuality, eCampType, pHeroData); pToy = pHeroToy; } return pToy; }
/// <summary> /// Returns a Hero based on specified heroModel. /// </summary> /// <param name="heroModel"></param> /// <returns></returns> public Hero Create(HeroModel heroModel) { return new Hero { Attack = heroModel.Attack, Health = heroModel.Health, Id = heroModel.HeroId, ImageData = heroModel.ImageData, Magic = heroModel.Magic, Name = heroModel.Name }; }
public void Initialize(HeroModel data) { heroClass = data.heroClass; maxHp = data.hp; currentHp = data.hp; maxAp = data.ap; currentAp = data.ap; SetPosition(data.position.posX, data.position.posY); transform.localEulerAngles = new Vector3(0.0f, 180.0f, 0.0f); if (Hud == null) return; Hud.SetHp(maxHp, currentHp); Hud.SetAp(maxAp, currentAp); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { IsMouseVisible = true; mouse = Mouse.GetState(); // (NOTE): Hero heroPos = new Vector2(100f, 100f); hero = new HeroModel { Attack = 1, Health = 20, HeroId = 1, ImageData = "healer", Magic = 10, Name = "Healer" }; heroRect = new Rectangle(10, 100, 64, 64); heroScale = new Vector2(0.1f); // (NOTE): Monster monsterPos = new Vector2(150f, 100f); monster = new MonsterModel { Attack = 1, Health = 20, MonsterId = 1, ImageData = "monster", Name = "Genericus" }; monsterRect = new Rectangle(10, 100, 100, 100); monsterScale = new Vector2(0.3f); // (NOTE): Player playerList = new List<PlayerModel>(); player = new PlayerModel { Hero = hero, Name = "Zeqzor", PlayerId = 1, Score = 0 }; playerList.Add(player); // (NOTE): Match match = new MatchModel { Level = 1, MatchId = 1, Monster = monster, Players = playerList, }; base.Initialize(); }
protected override void Because() { _result = Mapper.Map<HeroCard, HeroModel>(_card); }
public void GetFixedHerosAndPosition(HeroModel[] heroModels) { numOfCharacter = Mathf.Min(heroModels.Length, characters.Length); totalSettingNum = 0; for (int index = 0; index < numOfCharacter; ++index) { HeroModel heroData = heroModels[index]; if (characters[index] != null) { mapManager.ResetHighlight(); Object.Destroy(characters[index]); } HeroClass heroType = (HeroClass)((int)heroData.heroClass % (int)HeroClass.NUM); switch (heroType) { case HeroClass.ARCHER: characters[index] = Instantiate(ArcherPrefab) as GameObject; break; case HeroClass.FIGHTER: characters[index] = Instantiate(SwordPrefab) as GameObject; break; case HeroClass.MAGICIAN: characters[index] = Instantiate(MagicianPrefab) as GameObject; break; case HeroClass.THIEF: characters[index] = Instantiate(ThiefPrefeb) as GameObject; break; case HeroClass.PRIEST: characters[index] = Instantiate(PriestPrefeb) as GameObject; break; case HeroClass.MONK: characters[index] = Instantiate(MonkPrefeb) as GameObject; break; default: break; }; characters[index].transform.parent = gameObject.transform; GetCharacter(index).Index = index; GetCharacter(index).SetHud(GameObject.FindGameObjectWithTag("UI").GetComponent<UIManager>().GetNewHud()); GetCharacter(index).Initialize(heroData); } }