public override void Reset() { m_maxBlood = (int)((950 + m_player.PlayerCharacter.Grade * 50 + LevelPlusBlood + m_player.PlayerCharacter.Defence / 10) * m_player.GetBaseBlood()); if (m_game.RoomType == eRoomType.Treasure || m_game.RoomType == eRoomType.Boss) { m_game.Cards = new int[21]; } else { m_game.Cards = new int[8]; } Dander = 0; m_energy = (m_player.PlayerCharacter.Agility / 30 + 240); IsLiving = true; FinishTakeCard = false; m_weapon = m_player.MainWeapon; //m_mainBallId = m_weapon.Property1; //m_spBallId = m_weapon.Property2; var ballConfig = BallConfigMgr.FindBall(m_weapon.TemplateID); m_mainBallId = ballConfig.Common; m_spBallId = ballConfig.Special; BaseDamage = m_player.GetBaseAttack(); BaseGuard = m_player.GetBaseDefence(); Attack = m_player.PlayerCharacter.Attack; Defence = m_player.PlayerCharacter.Defence; Agility = m_player.PlayerCharacter.Agility; Lucky = m_player.PlayerCharacter.Luck; m_currentBall = BallMgr.FindBall(m_mainBallId); m_shootCount = 1; m_ballCount = 1; CurrentIsHitTarget = false; TotalCure = 0; TotalHitTargetCount = 0; TotalHurt = 0; TotalKill = 0; TotalShootCount = 0; LockDirection = false; GainGP = 0; GainOffer = 0; Ready = false; PlayerDetail.ClearTempBag(); LoadingProcess = 0; base.Reset(); }
public Player(IGamePlayer player, int id, BaseGame game, int team) : base(id, game, team, "", "", 1000, 0, 1) //TODO lastPatemer direction { m_rect = new Rectangle(-15, -20, 30, 30); m_player = player; m_player.GamePlayerId = id; m_isActive = true; m_canGetProp = true; Grade = player.PlayerCharacter.Grade; TotalAllHurt = 0; TotalAllHitTargetCount = 0; TotalAllShootCount = 0; TotalAllKill = 0; TotalAllExperience = 0; TotalAllScore = 0; TotalAllCure = 0; m_weapon = m_player.MainWeapon; if (m_weapon != null) { var ballConfig = BallConfigMgr.FindBall(m_weapon.TemplateID); m_mainBallId = ballConfig.Common; m_spBallId = ballConfig.Special; //m_mainBallId = m_weapon.Property1; //m_spBallId = m_weapon.Property2; } m_loadingProcess = 0; InitBuffer(m_player.EquipEffect); m_energy = (m_player.PlayerCharacter.Agility / 30 + 240); m_maxBlood = (int)((950 + m_player.PlayerCharacter.Grade * 50 + LevelPlusBlood + m_player.PlayerCharacter.Defence / 10) * m_player.GetBaseBlood()); }
public Player(IGamePlayer player, int id, BaseGame game, int team) : base(id, game, team, "", "", 1000, 0, 1) //TODO lastPatemer direction { m_rect = new Rectangle(-15, -20, 30, 30); m_player = player; m_player.GamePlayerId = id; m_isActive = true; m_canGetProp = true; Grade = player.PlayerCharacter.Grade; TotalAllHurt = 0; TotalAllHitTargetCount = 0; TotalAllShootCount = 0; TotalAllKill = 0; TotalAllExperience = 0; TotalAllScore = 0; TotalAllCure = 0; m_weapon = m_player.MainWeapon; if (m_weapon != null) { var ballConfig = BallConfigMgr.FindBall(m_weapon.TemplateID); m_mainBallId = ballConfig.Common; m_spBallId = ballConfig.Special; //m_mainBallId = m_weapon.Property1; //m_spBallId = m_weapon.Property2; } m_loadingProcess = 0; InitBuffer(m_player.EquipEffect); m_energy = (m_player.PlayerCharacter.Agility / 30 + 240); m_maxBlood = (int)((950 + m_player.PlayerCharacter.Grade * 50 + LevelPlusBlood + m_player.PlayerCharacter.Defence / 10) * m_player.GetBaseBlood()); }