private void Healing() { int index = Game.Random.Next(0, AddBooldChat.Length); Body.Say(AddBooldChat[index], 1, 0); Body.SyncAtTime = true; List <TurnedLiving> livinglist = Game.TurnQueue; healLiving = null; int blood = int.MaxValue; foreach (TurnedLiving living in livinglist) { if (living.Blood < blood && (living is SimpleBoss)) { blood = living.Blood; healLiving = living; } } if (healLiving != null) { Body.PlayMovie("castA", 0, 2000, new LivingCallBack(AddBloodLiving)); Game.AddAction(new FocusAction(healLiving.X - 200, healLiving.Y - 200, 0, 1500, 3000)); } }
public WaitLivingAttackingAction(TurnedLiving living, int turnIndex, int delay) : base(delay) { m_living = living; m_turnIndex = turnIndex; living.EndAttacking += player_EndAttacking; }
internal void SendGameUpdateDander(TurnedLiving player) { GSPacketIn pkg = new GSPacketIn((byte)ePackageType.GAME_CMD, player.Id); pkg.Parameter1 = player.Id; pkg.WriteByte((byte)eTankCmdType.DANDER); pkg.WriteInt(player.Dander); SendToAll(pkg); }
public TurnedLiving FindNextTurnedLiving() { if (m_turnQueue.Count == 0) { return(null); } int start = m_random.Next(m_turnQueue.Count - 1); TurnedLiving player = m_turnQueue[start]; int delay = player.Delay; for (int i = 0; i < m_turnQueue.Count; i++) { if (m_turnQueue[i].Delay < delay && m_turnQueue[i].IsLiving) { delay = m_turnQueue[i].Delay; player = m_turnQueue[i]; } } player.TurnNum++; return(player); }
public WaitLivingAttackingAction(TurnedLiving living, int turnIndex, int delay) : base(delay) { this.m_living = living; this.m_turnIndex = turnIndex; living.EndAttacking += new LivingEventHandle(this.player_EndAttacking); }