コード例 #1
0
 public void increaseLevel()
 {
     int currentLevelIndex = levels.IndexOf(currentLevel);
     if (currentLevelIndex < levels.Count - 1) {
         CurrentLevel = levels[currentLevelIndex + 1];
     }
 }
コード例 #2
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    public void increaseLevel()
    {
        int currentLevelIndex = levels.IndexOf(currentLevel);

        if (currentLevelIndex < levels.Count - 1)
        {
            CurrentLevel = levels[currentLevelIndex + 1];
        }
    }
コード例 #3
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ファイル: Monster.cs プロジェクト: sys920/Console_RPG_Game
 public Monster(string name, int strength, int defense, int hp, MonsterLevel diffculty, MonsterOfTheDay weekday)
 {
     Name       = name;
     Strength   = strength;
     Defense    = defense;
     OriginalHP = hp;
     CurrentHP  = hp;
     Diffculty  = diffculty;
     Weekday    = weekday;
 }
コード例 #4
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    public void IncreaseLevel()
    {
        int currentLevelIndex = levels.IndexOf(currentLevel);
        int maxLevel          = levels.Count - 1;

        if (currentLevelIndex < maxLevel)
        {
            CurrentLevel = levels[currentLevelIndex + 1];
        }
    }
コード例 #5
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 public void SaveMonster()
 {
     if (monster != null)
     {
         float        x      = transform.position.x;
         float        y      = transform.position.y;
         Vector3      vector = new Vector3(x, y);
         MonsterLevel level  = monster.GetComponent <MonsterData>().CurrentLevel;
         GlobalControl.Instance.Mexico[vector] = level;
     }
 }
コード例 #6
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 private bool CanUpgradeMonster()
 {
     if (monster != null)
     {
         MonsterLevel nextLevel = monster.GetNextLevel();
         if (nextLevel != null && nextLevel.cost <= gameManager.Gold)
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #7
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ファイル: UpdataTowder.cs プロジェクト: kktc3322/testOne
 private bool CanUpgradTower()
 {
     if (msData != null)
     {
         MonsterLevel nextLevels = msData.getNextLevel();
         if (nextLevels != null)
         {
             return(GameManagerBehavior.Gold >= nextLevels.cost);
         }
     }
     return(false);
 }
コード例 #8
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ファイル: MonsterFighter.cs プロジェクト: 745c5412/tera-emu
        public MonsterFighter(Fight Fight, MonsterLevel Monster, int MonsterGuid, MonsterGroup MonsterGroup = null, Fighter Invocator = null)
            : base(Fight, GameActorTypeEnum.TYPE_MONSTER, Invocator)
        {
            this.MonsterGroup = MonsterGroup;
            this.Grade        = Monster;

            base.InitFighter(this.Grade.Stats, MonsterGuid, this.Grade.Monster.Look);
            if (Invocator != null)
            {
                base.InvocatorGiven(Invocator);
                base.InvokID = Invocator.InvokTotal++;
            }
        }
コード例 #9
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 private bool CanUpgradeMonster()
 {
     if (monster != null)
     {
         MonsterData  monData   = monster.GetComponent <MonsterData>();
         MonsterLevel nextLevel = monData.GetNextLevel();
         if (nextLevel != null)
         {
             return(gameManager.Gold >= nextLevel.cost);
         }
     }
     return(false);
 }
コード例 #10
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ファイル: upgradeTower.cs プロジェクト: dqchess/MR.J
 private bool CanUpgradeMonster()
 {
     if (transform.parent.gameObject.GetComponent <PlaceMonster>().monster != null)
     {
         MonsterData  monsterData = transform.parent.gameObject.GetComponent <PlaceMonster>().monster.GetComponent <MonsterData>();
         MonsterLevel nextLevel   = monsterData.getNextLevel();
         if (nextLevel != null)
         {
             return(gameManager.Gold >= nextLevel.cost);
         }
     }
     return(false);
 }
コード例 #11
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    bool CanUpgradeMonster()
    {
        if (monster != null)
        {
            MonsterData  monsterData = monster.GetComponent <MonsterData>();
            MonsterLevel nextMonster = monsterData.GetNextLevel();

            if (nextMonster != null && gameManager.Gold > nextMonster.cost)
            {
                return(true);
            }
        }
        return(false);
    }
コード例 #12
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 private bool canUpgradeMonster()
 {
     //Is there a monster to upgrade?
     if (monster != null)
     {
         MonsterData  monsterData = monster.GetComponent <MonsterData>(); //Get current level of monster
         MonsterLevel nextLevel   = monsterData.getNextLevel();           //Is there a higher level to upgrade too?
         if (nextLevel != null)
         {
             return(gameManager.Gold >= nextLevel.cost); //Checks to make sure the player has the needed gold
         }
     }
     return(false);
 }
コード例 #13
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ファイル: PlaceMonster.cs プロジェクト: phuynh55/Monsters-TD
 // check whether there is a monster you cna upgrade by checking monster variable
 // for null
 // test whether higher level is available, which is when getNextLevel() doesn't
 // return null
 private bool canUpgradeMonster()
 {
     if (monster != null)
     {
         MonsterData  monsterData = monster.GetComponent <MonsterData>();
         MonsterLevel nextLevel   = monsterData.getNextLevel();
         if (nextLevel != null)
         {
             // check whether player has enough gold to upgrade
             return(gameManager.Gold >= nextLevel.cost);
         }
     }
     return(false);
 }
コード例 #14
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    MonsterLevel getActiveBackground()
    {
        GameObject back = null;

        for (int i = 0, k = levelSence.Length; i < k; i++)
        {
            back        = levelSence[i];
            levelScript = back.GetComponent <MonsterLevel>();
            if (levelScript.monsterLevel == GameManage.gameLevel)
            {
                return(levelScript);
            }
        }
        return(null);
    }
コード例 #15
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 void FixedUpdate()
 {
     levelScript = getActiveBackground();
     if (null != levelScript)
     {
         if (currLevelScript == null)
         {
             levelScript.show();
             currLevelScript = levelScript;
         }
         else if (currLevelScript.monsterLevel != levelScript.monsterLevel)
         {
             levelScript.show();
             currLevelScript.hide();
             currLevelScript = levelScript;
         }
     }
 }
コード例 #16
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    private bool CanUpgradeMonster()
    {
        if (monster != null)
        {
            MonsterData  monsterData = monster.GetComponent <MonsterData>();
            MonsterLevel nextLevel   = monsterData.GetNextLevel();
            if (nextLevel != null)
            {
                return(gameManager.Gold >= nextLevel.cost);
            }
            else
            {
                Debug.Log("Tower already fully upgraded");
                printedReason = true;
            }
        }

        return(false);
    }
コード例 #17
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    public void LoadMonster()
    {
        if (GlobalControl.Instance.Mexico.Count > 0)
        {
            float   x      = transform.position.x;
            float   y      = transform.position.y;
            Vector3 vector = new Vector3(x, y);

            MonsterLevel k = (MonsterLevel)GlobalControl.Instance.Mexico[vector];
            if (k != null)
            {
                monster = (GameObject)Instantiate(monsterPrefab, transform.position, Quaternion.identity);
                while (monster.GetComponent <MonsterData>().CurrentLevel.levelNumber != k.levelNumber)
                {
                    monster.GetComponent <MonsterData>().IncreaseLevel();
                }
            }
        }
    }
コード例 #18
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        private int RewardCalculator(MonsterLevel diffculty)
        {
            Random getRandomNumber = new Random();
            var    getHeroGold     = 0;

            if (Enemy.Diffculty == MonsterLevel.Easy)
            {
                getHeroGold = getRandomNumber.Next(1, 11);
            }
            else if (Enemy.Diffculty == MonsterLevel.Medium)
            {
                getHeroGold = getRandomNumber.Next(11, 21);
            }
            else if (Enemy.Diffculty == MonsterLevel.Hard)
            {
                getHeroGold = getRandomNumber.Next(21, 31);
            }
            else
            {
                throw new NotImplementedException("Diffculty not implement");
            }

            return(getHeroGold);
        }
コード例 #19
0
 void OnEnable()
 {
     CurrentLevel = levels[0];
 }
コード例 #20
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 public void IncreaseLevel()
 {
     CurrentLevel = GetNextLevel() ?? CurrentLevel;
 }
コード例 #21
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	public void increaseLevel() {
		/*int currentLevelIndex = levels.IndexOf(currentLevel);
		if (currentLevelIndex < levels.Count - 1) {
			CurrentLevel = levels[currentLevelIndex + 1];
		}*/
		if(CurrentLevel == levels[0]){
			if (playerFaction == 1) { // Democrat: upgrades are index 2 
				CurrentLevel = levels [2];
			} else { // Republican: upgrades are index 1
				CurrentLevel = levels [1];
			}
		}	
	}
コード例 #22
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 void OnEnable()
 {
     CurrentLevel = levels [0];
 }
コード例 #23
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ファイル: MonsterGroup.cs プロジェクト: 745c5412/tera-emu
        public MonsterGroup(List <MonsterLevel> PossibleMonsters, int MaxSize, long GroupId)
        {
            this.ItemLoot   = new List <ItemLoot>();
            this.ActorId    = GroupId;
            this.Alignement = -1;
            this.IsFix      = false;

            this.Monsters = new Dictionary <int, MonsterLevel>();

            var MonsterNum = 0;
            var RandomNum  = 0;


            switch (MaxSize)
            {
            case 0:
                return;

            case 1:
                MonsterNum = 1;
                break;

            case 2:
                MonsterNum = RANDOM.Next(1, 2);
                break;

            case 3:
                MonsterNum = RANDOM.Next(1, 3);
                break;

            case 4:
                RandomNum = RANDOM.Next(0, 99);
                if (RandomNum < 22)     //1:22%
                {
                    MonsterNum = 1;
                }
                else if (RandomNum < 48)     //2:26%
                {
                    MonsterNum = 2;
                }
                else if (RandomNum < 74)     //3:26%
                {
                    MonsterNum = 3;
                }
                else     //4:26%
                {
                    MonsterNum = 4;
                }
                break;

            case 5:
                RandomNum = RANDOM.Next(0, 99);
                if (RandomNum < 15)     //1:22%
                {
                    MonsterNum = 1;
                }
                else if (RandomNum < 38)     //2:26%
                {
                    MonsterNum = 2;
                }
                else if (RandomNum < 60)     //3:26%
                {
                    MonsterNum = 3;
                }
                else if (RandomNum < 85)     //3:26%
                {
                    MonsterNum = 4;
                }
                else     //4:26%
                {
                    MonsterNum = 5;
                }
                break;

            case 6:
                RandomNum = RANDOM.Next(0, 99);
                if (RandomNum < 10)     //1:22%
                {
                    MonsterNum = 1;
                }
                else if (RandomNum < 25)     //2:26%
                {
                    MonsterNum = 2;
                }
                else if (RandomNum < 45)     //3:26%
                {
                    MonsterNum = 3;
                }
                else if (RandomNum < 65)     //3:26%
                {
                    MonsterNum = 4;
                }
                else if (RandomNum < 85)     //3:26%
                {
                    MonsterNum = 5;
                }
                else     //4:26%
                {
                    MonsterNum = 6;
                }
                break;

            case 7:
                RandomNum = RANDOM.Next(0, 99);
                if (RandomNum < 9)     //1:22%
                {
                    MonsterNum = 1;
                }
                else if (RandomNum < 20)     //2:26%
                {
                    MonsterNum = 2;
                }
                else if (RandomNum < 35)     //3:26%
                {
                    MonsterNum = 3;
                }
                else if (RandomNum < 55)     //3:26%
                {
                    MonsterNum = 4;
                }
                else if (RandomNum < 75)     //3:26%
                {
                    MonsterNum = 5;
                }
                else if (RandomNum < 90)     //3:26%
                {
                    MonsterNum = 6;
                }
                else     //4:26%
                {
                    MonsterNum = 7;
                }
                break;

            default:
                RandomNum = RANDOM.Next(0, 99);
                if (RandomNum < 9)     //1:22%
                {
                    MonsterNum = 1;
                }
                else if (RandomNum < 20)     //2:26%
                {
                    MonsterNum = 2;
                }
                else if (RandomNum < 33)     //3:26%
                {
                    MonsterNum = 3;
                }
                else if (RandomNum < 50)     //3:26%
                {
                    MonsterNum = 4;
                }
                else if (RandomNum < 67)     //3:26%
                {
                    MonsterNum = 5;
                }
                else if (RandomNum < 80)     //3:26%
                {
                    MonsterNum = 6;
                }
                else if (RandomNum < 91)     //3:26%
                {
                    MonsterNum = 7;
                }
                else     //4:26%
                {
                    MonsterNum = 8;
                }
                break;
            }

            // Aucun monstre de l'alignement demandé
            if (!PossibleMonsters.Any(x => x.Monster.Alignement == Alignement))
            {
                return;
            }

            var MonsterGUID = -1;
            var MaxLevel    = 0;

            for (int i = 0; i < MonsterNum; i++)
            {
                MonsterLevel MonsterGrade = null;

                do
                {
                    var RandIndex = RANDOM.Next(0, PossibleMonsters.Count - 1);
                    MonsterGrade = PossibleMonsters[RandIndex];
                }while (MonsterGrade.Monster.Alignement != this.Alignement);

                if (MonsterGrade.Level > MaxLevel)
                {
                    MaxLevel = MonsterGrade.Level;
                }

                this.Monsters.Add(MonsterGUID--, MonsterGrade);
            }

            this.Aggrodistance = Pathfinder.GetAggroDistanceByLevel(MaxLevel);
            this.Orientation   = Pathfinder.ForViewOrientation(RANDOM.Next(0, 7));
        }
コード例 #24
0
 void OnEnable()
 {
     CurrentLevel = levels[0];
     monster      = this.gameObject;
     gameManager  = GameObject.Find("GameManager").GetComponent <GameManagerBehaviour>();
 }
コード例 #25
0
 public void AddMonster(string name, int strength, int defense, int hp, MonsterLevel diffculty, MonsterOfTheDay weekday)
 {
     Monsters.Add(new Monster(name, strength, defense, hp, diffculty, weekday));
 }
コード例 #26
0
 //This sets CurrentLevel upon placement, making sure that it shows only the correct sprite.
 void OnEnable() //OnEnable will be called immediately when you create the prefab (if the prefab was saved in an enabled state), but OnStart isn’t called until after the object starts running as part of the scene.
 {
     CurrentLevel = levels[0];
 }