public override void OnPrepareNewGame() { base.OnPrepareNewGame(); m_kingMoive = Game.Createlayer(0, 0, "moive", "game.asset.living.BossBgAsset", "out", 1, 1, 0); m_kingFront = Game.Createlayer(900, 200, "font", "game.asset.living.boguoLeaderAsset", "out", 1, 1, 0); Game.AddAction(new FocusAction(350, 0, 0, 150, 1000)); hawkBoss = Game.CreateWingBoss(hawkBossID, 800, 300, -1, 0); hawkBoss.SetRelateDemagemRect(-30, -75, 60, 70); hawkBoss.Degree = 1; hawkBoss.Say("沙漠神鹰就是我了,要签名的赶快过来~", 0, 3000); hawkBoss.AddDelay(16); Game.AddAction(new FocusAction(1000, 400, 0, 7000, 1000)); wolfBoss = Game.CreateBoss(wolfBossID, 1000, 400, -1, 0); wolfBoss.FallFrom(1000, 450, "fall", 0, 2, 1000); wolfBoss.SetRelateDemagemRect(-116, -111, 157, 119); wolfBoss.Degree = 2; wolfBoss.Say("沙漠血狼就是我了,要签名的赶快过来~", 0, 9000); wolfBoss.AddDelay(16); m_kingMoive.PlayMovie("in", 15000, 0); m_kingFront.PlayMovie("in", 15000, 0); m_kingMoive.PlayMovie("out", 20000, 0); m_kingFront.PlayMovie("out", 20400, 0); }
public override void OnPrepareNewGame() { base.OnPrepareNewGame(); m_king = Game.CreateBoss(bossID, 888, 590, -1, 0); m_king.FallFrom(888, 690, "fall", 0, 2, 1000); m_king.SetRelateDemagemRect(-41, -187, 83, 140); m_king.Say(LanguageMgr.GetTranslation("GameServerScript.AI.Messions.CHM1077.msg2"), 0, 3000); m_king.AddDelay(16); }
public override bool CanGameOver() { base.CanGameOver(); if (m_king.IsLiving == false) { if (m_state == firstBossID) { m_state++; } } if (m_state == secondBossID && m_secondKing == null) { m_secondKing = Game.CreateBoss(m_state, m_king.X, m_king.Y, m_king.Direction, 2); Game.RemoveLiving(m_king.Id); if (m_secondKing.Direction == 1) { m_secondKing.SetRect(-40, -112, 115, 96); } m_secondKing.SetRelateDemagemRect(-21, -87, 72, 59); m_secondKing.Say(LanguageMgr.GetTranslation("GameServerScript.AI.Messions.CHM1276.msg3"), 0, 3000); List <Player> players = Game.GetAllFightPlayers(); Player RandomPlayer = Game.FindRandomPlayer(); int minDelay = 0; if (RandomPlayer != null) { minDelay = RandomPlayer.Delay; } foreach (Player player in players) { if (player.Delay < minDelay) { minDelay = player.Delay; } } m_secondKing.AddDelay(minDelay - 2000); turn = Game.TurnIndex; } if (m_secondKing != null && m_secondKing.IsLiving == false) { m_kill++; direction = m_secondKing.Direction; return(true); } return(false); }