Inheritance: EditorWindow
コード例 #1
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ファイル: Enemy.cs プロジェクト: mrlordkaj/PyramidRaider
 public Enemy(Model model, int type, int[] position, PlayScene parent)
     : base(model, parent)
 {
     Type             = type;
     Position         = position;
     skinnedModel.Dim = parent.IsDarkness;
     Stand();
 }
コード例 #2
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ファイル: UpgradePanel.cs プロジェクト: Commkeen/Archmage
        public UpgradePanel(PlayScene scene, UpgradeInterface spellInterface)
        {
            _scene          = scene;
            _windowPosition = new IntVector2();
            _windowSize     = new IntVector2(Display.CONSOLE_WIDTH, Display.CONSOLE_HEIGHT);

            _spellInterface = spellInterface;
        }
コード例 #3
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ファイル: UpgradeInterface.cs プロジェクト: Commkeen/Archmage
        public UpgradeInterface(PlayScene scene)
        {
            _scene = scene;

            selectedSpell = 0;

            //maxTierShown = _scene.GetStudent().SpellSchoolLevels[0];
        }
コード例 #4
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        public EnemigosAdmin(PlayScene playScene)
        {
            limiteTerrenoInferior = playScene.BoundingBoxTerreno().PMin;
            limiteTerrenoSuperior = playScene.BoundingBoxTerreno().PMax;

            this.Inicializar();

        }
コード例 #5
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        public ScrubAttack(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            Range    = 1;
            Priority = false;

            UseChance = 100;
        }
コード例 #6
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ファイル: Enemy_Dog.cs プロジェクト: Commkeen/Archmage
        public Dog_Bite(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            Range    = 1;
            Priority = false;

            UseChance = 100;
        }
コード例 #7
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ファイル: Map.cs プロジェクト: Commkeen/Archmage
        public Map(PlayScene scene)
        {
            _scene = scene;

            Width         = 40;
            Height        = 40;
            tiles         = new Tile[Width, Height];
            tileBehaviors = new List <int>();
        }
コード例 #8
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    //float ftime = 0.0f;

    // Use this for initialization
    void Start()
    {
        maxHealth      = health;
        finalMoveSpeed = moveSpeed;
        PlaySceneObj   = GameObject.Find("3.GameManager").GetComponent <PlayScene>();
        RoadEnd1       = GameObject.Find("RoadEnd1");
        user           = GameObject.Find("0.User").GetComponent <csUserSaveNLoad>();
        SoundManager   = GameObject.Find("4.Sound Manager").GetComponent <AudioScirpt>();
    }
コード例 #9
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        public Spell_ScaledSkin(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "scaledSkin";
            Name          = "Scaled Skin";
            TargetingType = SpellTargetingType.NONE;

            Description = "While active, protects against physical attacks.";
        }
コード例 #10
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 /// <summary>
 /// Resolves the dependencies needed for this instance to work.
 /// </summary>
 protected override void ResolveDependencies()
 {
     this.modelFactoryService = ModelFactoryService.Instance;
     this.playScene           = this.Scene as PlayScene;
     this.playerTransform     = this.playScene.Player.FindComponent <Transform3D>();
     this.playerCollider      = this.playScene.Player.FindComponent <BoxCollider>();
     this.playerBoundingBox   = new BoundingBox(this.playerTransform.Position - this.playerCollider.Size / 2, this.playerTransform.Position + this.playerCollider.Size / 2);
     this.tempBoundingBox     = new BoundingBox();
 }
コード例 #11
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ファイル: DoorSystem.cs プロジェクト: kdh3040/GOL
    public void Initialize(PlayScene scene)
    {
        DoorList = scene.DoorList;

        for (int i = 0; i < DoorList.Count; i++)
        {
            var type = (CommonData.NOTE_LINE)i;
            DoorList[i].SetData(type);
        }
    }
コード例 #12
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        public Zealot_Shot(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            Range    = 6;
            Priority = false;

            UseChance = 80;

            EnergyCost = 100;
        }
コード例 #13
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        public Spell_XrayVision(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID                = "xrayVision";
            Name              = "Xray Vision";
            TargetingType     = SpellTargetingType.NONE;
            currentBehaviorID = 0;

            Description = "debug";
        }
コード例 #14
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        public GoblinTinker_Shot(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            Range    = 4;
            Priority = false;

            UseChance = 60;

            EnergyCost = 50;
        }
コード例 #15
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        public Spell_Invincibility(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID                = "invincibility";
            Name              = "Invincibility";
            TargetingType     = SpellTargetingType.NONE;
            currentBehaviorID = 0;

            Description = "debug";
        }
コード例 #16
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 public CommandInterface(PlayScene scene)
 {
     _scene          = scene;
     TargetingMode   = false;
     UseItemMode     = false;
     DropItemMode    = false;
     InspectItemMode = false;
     GameOverMode    = false;
     _cursor         = new TargetingCursor(new IntVector2(0, 0));
 }
コード例 #17
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    private void Awake()
    {
        Instance = this;

        //
        isOver     = false;
        isFinished = false;

        //初始化
        Lightning.Init();
    }
コード例 #18
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 public LearnSpellPanel(PlayScene scene, LearnSpellInterface learnSpellInterface)
 {
     _scene            = scene;
     _interface        = learnSpellInterface;
     _windowPosition   = new IntVector2();
     _windowSize       = new IntVector2();
     _windowPosition.X = 21;
     _windowPosition.Y = 0;
     _windowSize.X     = 50;
     _windowSize.Y     = 30;
 }
コード例 #19
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ファイル: Spell_MagicDart.cs プロジェクト: Commkeen/Archmage
 public Spell_MagicDart(PlayScene scene, int ownerID)
     : base(ownerID)
 {
     ID            = "magicDart";
     Name          = "Magic Dart";
     TargetingType = SpellTargetingType.ENEMY;
     Range         = 6;
     CooldownTime  = 3;
     AttentionCost = 1;
     Description   = "Does 2 ARCANE damage.";
 }
コード例 #20
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        public Spell_GravelShot(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "gravelShot";
            Name          = "Gravel Shot";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 6;
            CooldownTime  = 4;
            AttentionCost = 2;

            Description = "Fires 3 chunks of rock for 1 damage each.";
        }
コード例 #21
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        public Spell_ArcaneBlast(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "arcaneBlast";
            Name          = "Mystic Blast";
            TargetingType = SpellTargetingType.NONE;
            Range         = 6;
            CooldownTime  = 2;
            AttentionCost = 1;

            Description = "Does 3 BLAST damage to all nearby enemies.";
        }
コード例 #22
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ファイル: Spell_HurlSpines.cs プロジェクト: Commkeen/Archmage
        public Spell_HurlSpines(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "hurlSpines";
            Name          = "Hurl Spines";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 6;
            CooldownTime  = 6;
            AttentionCost = 2;

            Description = "Fires 2 spines for 3 damage each.";
        }
コード例 #23
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        public Spell_Quickshot(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "quickshot";
            Name          = "Quickshot";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 4;
            CooldownTime  = 12;
            AttentionCost = 1;

            Description = "Does 1 magical damage without taking a turn.";
        }
コード例 #24
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        public Spell_LightningBolt(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "lightningBolt";
            Name          = "Lightning Bolt";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 6;
            CooldownTime  = 8;
            AttentionCost = 3;

            Description = "Does 4 energy damage.";
        }
コード例 #25
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        public Spell_DarkArrow(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "darkArrow";
            Name          = "Dark Arrow";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 3;
            CooldownTime  = 6;
            AttentionCost = 2;

            Description = "Does 4 physical damage.";
        }
コード例 #26
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        public Spell_AstralConduit(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID                = "astralConduit";
            Name              = "Astral Conduit";
            CooldownTime      = 8;
            AttentionCost     = 2;
            TargetingType     = SpellTargetingType.NONE;
            currentBehaviorID = 0;

            Description = "While active, the astral conduit will add 3 damage to all your magical attacks.";
        }
コード例 #27
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        public Spell_MagicMissile(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "magicMissile";
            Name          = "Magic Missile";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 6;
            CooldownTime  = 6;
            AttentionCost = 1;
            SoulCost      = 1;

            Description = "Does 4 magical damage.";
        }
コード例 #28
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        public Spell_TouchOfDeath(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "touchOfDeath";
            Name          = "Touch of Death";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 1;
            CooldownTime  = 12;
            AttentionCost = 4;
            SoulCost      = 1;

            Description = "Does 6 magic damage to an adjacent enemy.";
        }
コード例 #29
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        public Spell_SlicingWind(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "slicingWind";
            Name          = "Slicing Wind";
            TargetingType = SpellTargetingType.NONE;
            Range         = 4;
            CooldownTime  = 8;
            AttentionCost = 2;
            SoulCost      = 1;

            Description = "Does 2 energy damage to all nearby enemies.";
        }
コード例 #30
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        public Spell_Meteor(PlayScene scene, int ownerID)
            : base(ownerID)
        {
            ID            = "meteor";
            Name          = "Meteor";
            TargetingType = SpellTargetingType.ENEMY;
            Range         = 6;
            CooldownTime  = 18;
            AttentionCost = 4;
            SoulCost      = 1;

            Description = "Does 5 physical damage.";
        }
コード例 #31
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ファイル: GameBehavior.cs プロジェクト: dezol/QuickStarters
 /// <summary>
 /// Resolves the dependencies needed for this instance to work.
 /// </summary>
 protected override void ResolveDependencies()
 {
     this.modelFactoryService = ModelFactoryService.Instance;
     this.playScene = this.Scene as PlayScene;
     this.playerTransform = this.playScene.Player.FindComponent<Transform3D>();
     this.playerCollider = this.playScene.Player.FindComponent<BoxCollider>();
     this.playerBoundingBox = new BoundingBox(this.playerTransform.Position - this.playerCollider.Size / 2, this.playerTransform.Position + this.playerCollider.Size / 2);
     this.tempBoundingBox = new BoundingBox();
 }