// Update is called once per frame void Update() { int state = this.GetComponent <InfoControl>().getState(); if (state == PEOPLE.BEGIN_SKILL) { SKILL current_skill = this.GetComponent <InfoControl>().current_skill; Debug.Log("current_skill.Boot();"); current_skill.Boot(); return; } else if (state == PEOPLE.EXECUTE_SKILL) { SKILL current_skill = this.GetComponent <InfoControl>().current_skill; Debug.Log("Attack()"); current_skill.Attack(); return; } //剩余情况下 为基础技能更新冷却时间 if (this.GetComponent <InfoControl>().basicSkill.cd_time_left > 0) { // Debug.Log("basicSkill.cd_time_left: "+ this.GetComponent<InfoControl>().basicSkill.cd_time_left); this.GetComponent <InfoControl>().basicSkill.cd_time_left -= this.GetComponent <InfoControl>().basicSkill.cd_speed *Time.deltaTime; } }
void HandleGetKeyUpEvent(SKILL _skill) { if (_skill.need_dir) { _skill.SetDirection(Dir); } if (_skill.need_pos) { if (_skill.IsPosValid(Pos)) { Debug.Log("PosValid"); Debug.Log(Pos); _skill.SetTargetPos(Pos); } else { Debug.Log("PosInValid"); Debug.Log(Pos); //位置不在距离范围内,做异常处理 放在主角所在位置? 纸张还是要被使用 _skill.SetTargetPos(this.transform.position); } Debug.Log("Already SetTargetPos:"); Debug.Log(Pos); //UI显示位置 highlightPosCube.SetActive(true); highlightPosCube.transform.position = Pos; } this.GetComponent <InfoControl>().next_skill_to_begin = _skill; highlightPosCube.SetActive(false); }
public void setCurLevel(SKILL skill, int lvl) { int i_skill = Convert.ToInt32(skill); curLevel[i_skill] = lvl; //Hitpoints and prayer are the only two skills which can hit 0. if (curLevel[i_skill] <= 0) { if (skill == SKILL.HITPOINTS || skill == SKILL.PRAYER) { curLevel[i_skill] = 0; } else { curLevel[i_skill] = 1; } } if (skill == SKILL.PRAYER) { if (curLevel[i_skill] <= 0 || lvl == 0) { curLevel[i_skill] = 0; player.getPackets().sendMessage("You have run out of Prayer points, please recharge your prayer at an altar."); Prayer.deactivateAllPrayers(player); } } }
public bool DeleteSkill(SKILL Entity) { using (KARYABDBEntities db = new KARYABDBEntities()) { try { db.Configuration.ProxyCreationEnabled = false; //var employer = new Employ { Id = 1 }; //ctx.Employ.Attach(employer); //ctx.Employ.Remove(employer); //ctx.SaveChanges(); SKILL entity = db.SKILLS.FirstOrDefault(q => q.ID == Entity.ID); OWNERSSKILL Owner = db.OWNERSSKILLS.FirstOrDefault(q => q.SKILLID == Entity.ID); db.OWNERSSKILLS.Attach(Owner); db.OWNERSSKILLS.Remove(Owner); db.SaveChanges(); db.SKILLS.Attach(entity); db.SKILLS.Remove(entity); db.SaveChanges(); return(true); } catch (Exception e) { return(false); } } }
public void BeginSkill(int playerIdx, int skillID, int attackID) { if (isEnd) { return; } SKILL skill = DataCfgMgr.instance.GetSkill(skillID); if (skill == null) { return; } Type skillTemplate = null; if (!mSkillTemplateMap.TryGetValue(skill.template, out skillTemplate)) { return; } SkillBase skillInst = GetSkillFromPool(skill.template); if (skillInst == null) { skillInst = Activator.CreateInstance(skillTemplate) as SkillBase; } if (skillInst.Begin(playerIdx, skillID, attackID, skill.template)) { mSkillInsts.Add(skillInst); } }
public void addPageSkill(string _page_name) { SKILL _skill = null; switch (_page_name) { case "GoldenPage": _skill = new SKILL_FLASH(this.gameObject, id_count++); break; case "WhitePage": _skill = new SKILL_REVIVE(this.gameObject, id_count++); break; case "BlackPage": _skill = new SKILL_HIDE(this.gameObject, id_count++); break; default: Debug.Log("Error! Invalid _page_name!"); break; } if (_skill != null) { pageSkills.Add(_skill); } //print for test outputPageSkillsForTest(); }
SkillDTO GetSkillDto(SKILL skill) { SkillDTO skillDto = new SkillDTO(); skillDto.id = skill.Id; skillDto.UserId = skill.UserId; skillDto.shortcutId = skill.ShortcutId; skillDto.nextLevel = skill.NextLevel; skillDto.coldTime = skill.ColdTime; skillDto.range = skill.Range; skillDto.applyValue = skill.ApplyValue; skillDto.applyTime = skill.ApplyTime; skillDto.mp = skill.Mp; skillDto.dis = skill.Dis; skillDto.back = skill.Back; skillDto.skillId = skill.SkillId; SkillModelDTO skillModelDto = new SkillModelDTO(); skillModelDto.code = skill.Code; skillModelDto.name = skill.Name; SkillInitial skillInitial = SkillInitialProperty.mapSkill[skillDto.skillId]; skillModelDto.info = skillInitial.info; skillModelDto.icon_name = skillInitial.icon_name; skillModelDto.applyType = skillInitial.applyType; skillModelDto.applyProperty = skillInitial.applyProperty; skillModelDto.releaseType = skillInitial.releaseType; skillModelDto.efx_name = skillInitial.efx_name; skillModelDto.aniname = skillInitial.aniname; skillDto.SkillModelDto = skillModelDto; return(skillDto); }
// Use this for initialization void Start() { if (basic_skill_name == "SKILL_TRAP_SLOW") { basicSkill = new SKILL_TRAP_SLOW(this.gameObject, id_count++); } }
bool HandleBasicSkillEvent() { SKILL _basicSkill = this.GetComponent <InfoControl>().basicSkill; SkillJoystick skillJoystick = baseSkillUI.GetComponent <SkillJoystick>(); if (_basicSkill.cd_time_left > 0) { } else { if (skillJoystick.isPressed())//在UI上接收点击信息 实时获取方向/位置信息 { Debug.Log("Input.GetKey"); skillJoystick.waspressed = true; HandleGetKeyEvent(_basicSkill); return(true); } else if (skillJoystick.waspressed)//如果用户现在没按下但是曾经按下,表示放开了按键 { Debug.Log("Input.GetKeyUp"); HandleGetKeyUpEvent(_basicSkill); skillJoystick.waspressed = false; return(true); } } return(false); }
public void addXp(SKILL skill, double exp) { int skillIndex = Convert.ToInt32(skill); int oldLevel = getLevelForXp(skill); xp[skillIndex] += exp; if (xp[skillIndex] >= MAXIMUM_EXP) { xp[skillIndex] = MAXIMUM_EXP; } int newLevel = getLevelForXp(skill); if (newLevel > oldLevel && newLevel <= 99) { if (skillIndex != 3) { curLevel[skillIndex] = newLevel; maxLevel[skillIndex] = newLevel; } else { curLevel[3]++; maxLevel[3]++; } levelUp(player, skill); } player.getPackets().sendSkillLevel(skill); }
void increaseCD(SKILL s) { if (s != SKILL.ALQUIMISTA) { currentcdAlquimista -= 3; if (currentcdAlquimista < 0) { currentcdAlquimista = 0; } } if (s != SKILL.ARQUEIRO) { currentcdArqueiro -= 3; if (currentcdArqueiro < 0) { currentcdArqueiro = 0; } } if (s != SKILL.DEFENSOR) { currentcdDefensor -= 3; if (currentcdDefensor < 0) { currentcdDefensor = 0; } } if (s != SKILL.MAGO) { currentcdMago -= 3; if (currentcdMago < 0) { currentcdMago = 0; } } }
private void OnSkill(SKILL skillIndex) { mSkillColdTime = mPlayer.GetComponent <Hero>().GetSkillColdTime(skillIndex); if (mColdTime <= 0) { mColdTime = mSkillColdTime; } }
public ActionResult DeleteConfirmed(string id) { SKILL sKILL = db.SKILL.Find(id); db.SKILL.Remove(sKILL); db.SaveChanges(); return(RedirectToAction("Index")); }
public bool Update(SKILL entity) { db.Entry(entity).State = EntityState.Modified; if (db.SaveChanges() > 0) { return(true); } return(false); }
public bool Insert(SKILL entity) { db.SKILLs.Add(entity); if (db.SaveChanges() > 0) { return(true); } return(false); }
protected SkillEfxItem CreateAndInitEfxItem(string resPath, float yOffset) { int objID; GameObject efxObj = ResMgr.instance.CreateObject(resPath, out objID); if (efxObj == null) { Debug.LogError("SkillBase Begin() efxObj == null"); return(null); } // record efx obj SkillBaseInfoCom efxBaseInfoCom = efxObj.GetComponent <SkillBaseInfoCom>(); if (efxBaseInfoCom == null) { efxBaseInfoCom = efxObj.AddComponent <SkillBaseInfoCom>(); } efxBaseInfoCom.Init(mPlayerIdx, mAttackID, mSkillID); // init position ObjectUtil.IdentityObj(efxObj.transform); Vector3 worldPos = mAttackMoveCom.GetCurWorldPos(); efxObj.transform.position = new Vector3(worldPos.x, worldPos.y + yOffset, 0.0f); SkillEfxItem item = new SkillEfxItem(); item.efxTr = efxObj.transform; SKILL skill = DataCfgMgr.instance.GetSkill(mSkillID); item.existTimer = skill.duration; // init speed Vector3 carSpeed = BattleInstance.instance.GetHeroCarVecAttr(mPlayerIdx, (int)Const_Util.UNIT_ATTR.MOVE_CUR_SPEED); float carSpeedY = carSpeed.y; if (carSpeedY < TestConfig.EfxSpeedBaseOnCar) { carSpeedY = TestConfig.EfxSpeedBaseOnCar; } Vector3 moveSpeed = new Vector3(skill.efx_velocity.x, skill.efx_velocity.y + carSpeedY, 0.0f); // check move to left or right if (worldPos.x > 0) { item.speed = new Vector3(-moveSpeed.x, moveSpeed.y, moveSpeed.z); } else { item.speed = moveSpeed; } return(item); }
public ActionResult UpdateSkill(SKILL s) { var x = c.SKILLS.Find(s.ID); x.ACIKLAMA = s.ACIKLAMA; x.DEGER = s.DEGER; c.SaveChanges(); return(RedirectToAction("Index")); }
public void OnSkill(SKILL skillIndex) { SelectSkill(skillIndex); if (null != mSelectSkill) { mSelectSkill.LaunchSkill(); } }
public void setCurLevel(SKILL skill, int lvl) { int i_skill = Convert.ToInt32(skill); curLevel[i_skill] = lvl; if (curLevel[i_skill] <= 0) curLevel[i_skill] = 0; else if (curLevel[i_skill] > maxLevel[i_skill]) curLevel[i_skill] = maxLevel[i_skill]; }
string GetEfxResPath() { SKILL skill = DataCfgMgr.instance.GetSkill(mSkillID); if (skill == null) { return(""); } return(skill.respath); }
public void ShowRandomSkillName() { SKILL skillItem = DataCfgMgr.instance.GetSkill(randomSKillID); if (skillItem != null && randomSKillID != 0) { showSkillIDCom.text = skillItem.name; skillBtnCG.interactable = true; } }
public ActionResult Edit([Bind(Include = "Skill_ID,Skill_Name")] SKILL sKILL) { if (ModelState.IsValid) { db.Entry(sKILL).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(sKILL)); }
public ActionResult Create([Bind(Include = "Skill_ID,Skill_Name")] SKILL sKILL) { if (ModelState.IsValid) { db.SKILL.Add(sKILL); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(sKILL)); }
// Update is called once per frame void Update() { if (next_skill_to_begin != null) //UI里已经判断过是否可以使用 这技能是一定可以使用的 { Debug.Log("next_skill_to_begin!=null"); current_skill = next_skill_to_begin; //更新人物状态:BEGIN_SKILL Debug.Log("changeState(PEOPLE.BEGIN_SKILL)"); changeState(PEOPLE.BEGIN_SKILL); next_skill_to_begin = null; } }
public float GetSkillColdTime(SKILL skillIndex) { SelectSkill(skillIndex); if (null != mSelectSkill) { return(mSelectSkill.GetColdTime()); } else { return(1f); } }
public SKILL UpdateSkill(int userid, int skillid, SKILL nowSkill) { List <SKILL> skills = UserIdToskill[userid]; for (int i = 0; i < skills.Count; i++) { if (skills[i].Id == skillid) { skills[i] = nowSkill; } } return(nowSkill); }
public bool AddSkill(SKILL skill, int idPer) { int countRecords = 0; USER userEntity = context.USERs.Find(idPer); if (userEntity != null && skill != null) { userEntity.SKILLS.Add(skill); countRecords = context.SaveChanges(); } return(countRecords > 0 ? true : false); }
void Start() { // 캐릭터 생성 시 ID if (PhotonNetwork.isMasterClient) { if (photonView.isMine) { id = 1; transform.position = new Vector3(-7, 0, -1); } else { id = 2; transform.position = new Vector3(7, 0, -1); transform.rotation = Quaternion.Euler(Vector3.up * 180); } } else { if (photonView.isMine) { id = 2; transform.position = new Vector3(7, 0, -1); transform.rotation = Quaternion.Euler(Vector3.up * 180); } else { id = 1; transform.position = new Vector3(-7, 0, -1); } } if (skill) { skill = GetComponent <SKILL>(); } if (id == 2 && NetworkManager.Instance.isPlay) { arm[0].transform.parent.position = new Vector3(arm[0].transform.parent.position.x, arm[0].transform.parent.position.y, 0); } if (PhotonNetwork.isMasterClient && NetworkManager.Instance.isPlay) { StartCoroutine(CorSpawnStone()); } //Cursor.lockState = CursorLockMode.Confined }
public bool Delete(int?Id) { SKILL entity = GetById(Id); if (entity != null) { db.SKILLs.Remove(entity); if (db.SaveChanges() > 0) { return(true); } } return(false); }
public void setCurLevel(SKILL skill, int lvl) { int i_skill = Convert.ToInt32(skill); curLevel[i_skill] = lvl; if (curLevel[i_skill] <= 0) { curLevel[i_skill] = 0; } else if (curLevel[i_skill] > maxLevel[i_skill]) { curLevel[i_skill] = maxLevel[i_skill]; } }
// GET: SKILLs/Delete/5 public ActionResult Delete(string id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } SKILL sKILL = db.SKILL.Find(id); if (sKILL == null) { return(HttpNotFound()); } return(View(sKILL)); }
// public cSkillData( SKILL skl ) { skill = skl; if (skill == null) return; // fill data UseCond = MyScript.Instance.CreateEffectCondition ( skill.s_CONDITION ); CastPool = MyScript.Instance.CreateEffectPool ( skill.s_CAST ); CastCond = MyScript.Instance.CreateEffectCondition ( skill.s_CAST_TRIG); CastCondEffectPool = MyScript.Instance.CreateEffectPool ( skill.s_CAST_EFFECT ); HitPool = MyScript.Instance.CreateEffectPool ( skill.s_HIT ); HitCond = MyScript.Instance.CreateEffectCondition ( skill.s_HIT_TRIG ); HitCondEffectPool = MyScript.Instance.CreateEffectPool ( skill.s_HIT_EFFECT ); foreach (cEffect eft in CastPool) { eft.SetBaseParam( nID , 0 ); // skill id } foreach (cEffect eft in CastCondEffectPool) { eft.SetBaseParam( nID , 0 ); // skill id } foreach (cEffect eft in HitPool) { eft.SetBaseParam( nID , 0 ); // skill id } foreach (cEffect eft in HitCondEffectPool) { eft.SetBaseParam( nID , 0 ); // skill id } // Set TAG string[] tags = skill.s_TAG.Split ( ";".ToCharArray() ); foreach (string s in tags) { int tag =0; if( int.TryParse( s , out tag ) ){ AddTag( ( _SKILLTAG)tag ); } } }
public int getLevelForXp(SKILL skill) { double exp = xp[Convert.ToInt32(skill)]; int points = 0; int output = 0; for (int lvl = 1; lvl < 100; lvl++) { points += (int)Math.Floor((double)lvl + 300.0 * Math.Pow(2.0, (double)lvl / 7.0)); output = (int)Math.Floor((double)points / 4); if ((output - 1) >= exp) { return lvl; } } return 99; }
void SetSkill( SKILL skl ) { SkillSprite.SetActive ( (skl != null) ); if (skl == null) { return; } MyTool.SetLabelText (SkillContent, skl.s_NAME); nOpSkillID = skl.n_ID; // CastNote.SetActive (true); }
public void setMaxLevel(SKILL skill, int lvl) { maxLevel[Convert.ToInt32(skill)] = lvl; }
public int getGreaterLevel(SKILL skill) { return Math.Max(curLevel[Convert.ToInt32(skill)], maxLevel[Convert.ToInt32(skill)]); }
public int getMaxLevel(SKILL skill) { return maxLevel[Convert.ToInt32(skill)]; }
public int getCurLevel(SKILL skill) { return curLevel[Convert.ToInt32(skill)]; }
public void addXp(SKILL skill, double exp) { int skillIndex = Convert.ToInt32(skill); int oldLevel = getLevelForXp(skill); xp[skillIndex] += exp; if (xp[skillIndex] >= MAXIMUM_EXP) { xp[skillIndex] = MAXIMUM_EXP; } int newLevel = getLevelForXp(skill); if(newLevel > oldLevel && newLevel <= 99) { if (skillIndex != 3) { curLevel[skillIndex] = newLevel; maxLevel[skillIndex] = newLevel; } else { curLevel[3]++; maxLevel[3]++; } levelUp(player, skill); } player.getPackets().sendSkillLevel(skill); }
public double getXp(SKILL skill) { return xp[Convert.ToInt32(skill)]; }
public void setCurLevel(SKILL skill, int lvl) { int i_skill = Convert.ToInt32(skill); curLevel[i_skill] = lvl; //Hitpoints and prayer are the only two skills which can hit 0. if (curLevel[i_skill] <= 0) { if (skill == SKILL.HITPOINTS || skill == SKILL.PRAYER) curLevel[i_skill] = 0; else curLevel[i_skill] = 1; } if (skill == SKILL.PRAYER) { if (curLevel[i_skill] <= 0 || lvl == 0) { curLevel[i_skill] = 0; player.getPackets().sendMessage("You have run out of Prayer points, please recharge your prayer at an altar."); Prayer.deactivateAllPrayers(player); } } }
public void setXp(SKILL skill, int newXp) { xp[Convert.ToInt32(skill)] = newXp; maxLevel[Convert.ToInt32(skill)] = getLevelForXp(skill); }
public static void levelUp(Player player, SKILL skill) { int skillIndex = Convert.ToInt32(skill); String s = "<br><br><br>"; String s1 = "<br><br><br><br>"; if (player.getTemporaryAttribute("teleporting") == null) { player.setLastGraphics(new Graphics(199, 0, 100)); } int skillFlashFlags = (int)(player.getTemporaryAttribute("skillFlashFlags") == null ? 0 : (int)player.getTemporaryAttribute("skillFlashFlags")); skillFlashFlags |= SKILL_FLASH_BITMASKS[skillIndex]; player.setTemporaryAttribute("skillFlashFlags", skillFlashFlags); player.getPackets().sendMessage("You've just advanced a " + SKILL_NAME[skillIndex] + " level! You have reached level " + player.getSkills().getMaxLevel(skillIndex) + "."); player.getPackets().modifyText(s + "Congratulations, you have just advanced a " + SKILL_NAME[skillIndex] + " level!", 740, 0); player.getPackets().modifyText(s1 + "You have now reached level " + player.getSkills().getMaxLevel(skillIndex) + ".", 740, 1); player.getPackets().modifyText("", 740, 2); player.getPackets().sendConfig(1179, SKILL_ICON_BITMASKS[skillIndex] | skillFlashFlags); //start flashing appropriate skill icons player.getPackets().sendChatboxInterface2(740); player.getUpdateFlags().setAppearanceUpdateRequired(true); }