コード例 #1
0
ファイル: PlayerAttack.cs プロジェクト: clifordunique/Hunter
    public void GetWeapon()
    {
        posX             = weapon.localPosition.x;
        weaponAttributes = weapon.GetComponent <WeaponAttributes>();
        attackRangeX     = weaponAttributes.attackRangeX;
        attackRangeY     = weaponAttributes.attackRangeY;
        weaponAttackType = weaponAttributes.weaponAttackType;
        weaponMass       = weaponAttributes.mass;

        switch (weaponAttributes.weaponUltimate.type)
        {
        case WeaponUltimate.Passive:
            movement.bonusAttributes = weaponAttributes.weaponUltimate.attributes;
            break;

        case WeaponUltimate.Buff:
            break;

        case WeaponUltimate.Charging:
            break;

        case WeaponUltimate.Spell:
            break;
        }
    }
コード例 #2
0
        /// <summary>
        /// Try to give damage to a monster
        /// </summary>
        private void DoDamage(bool criticalFist = false)
        {
            Rectangle        effectiveArea = this.follower.GetBoundingBox();
            Rectangle        enemyBox      = this.leader.GetBoundingBox();
            Rectangle        companionBox  = this.follower.GetBoundingBox();
            WeaponAttributes attrs         = new WeaponAttributes();

            if (!criticalFist && this.weapon != null)
            {
                attrs.SetFromWeapon(this.weapon);
            }

            if (criticalFist)
            {
                attrs.knockBack   *= 4;
                attrs.smashAround /= 2f;
            }

            companionBox.Inflate(8, 8); // Personal space
            effectiveArea.Inflate((int)(effectiveArea.Width * attrs.smashAround + attrs.addedEffectiveArea), (int)(effectiveArea.Height * attrs.smashAround + attrs.addedEffectiveArea));

            if (!criticalFist && !this.defendFistUsed && companionBox.Intersects(enemyBox))
            {
                this.ai.Monitor.Log("Critical dangerous: Using defense fists!");
                this.defendFistUsed = true;
                this.DoFightSpeak();
                this.DoDamage(true); // Force fist when no damage given to a monster with weapon
                return;
            }

            if (this.follower.currentLocation.damageMonster(effectiveArea, attrs.minDamage, attrs.maxDamage, false, attrs.knockBack, attrs.addedPrecision, attrs.critChance, attrs.critMultiplier, !criticalFist, this.realLeader as Farmer))
            {
                this.follower.currentLocation.playSound("clubhit");
            }
        }
コード例 #3
0
 public override void Initialize()
 {
     base.Initialize();
     //attack = Instantiate(attack);
     attributes = new WeaponAttributes();
     attributes.SetStats(baseAttributes);
 }
コード例 #4
0
 public override void Initialize()
 {
     base.Initialize();
     projProto  = Instantiate(projProto);
     attributes = new WeaponAttributes();
     attributes.SetStats(baseAttributes);
     ammunitionCount = (int)attributes.GetAttribute(WeaponAttributesType.AmmoCapacity).GetValue();
     projProto.speed = (int)attributes.GetAttribute(WeaponAttributesType.ProjectileSpeed).GetValue();
 }
コード例 #5
0
    public WeaponAttributes giveWeapon(WEAPONS wep, bool addToArray = true)
    {
        WeaponAttributes obj = WeaponAttributes.create(wep);

        if (!obj || !giveWeapon(obj, addToArray))
        {
            Destroy(obj.gameObject);
            return(null);
        }
        return(obj);
    }
コード例 #6
0
ファイル: WeaponAttributes.cs プロジェクト: Terralux/Summoner
 public bool IsLessThan(WeaponAttributes wAtt)
 {
     foreach (Elementals e in System.Enum.GetValues(typeof(Elementals)))
     {
         if ((elementalAffinities [e.ToString()] as ElementalAffinity).value >
             (wAtt.elementalAffinities[e.ToString()] as ElementalAffinity).value)
         {
             return(false);
         }
     }
     return(true);
 }
コード例 #7
0
    public Weapon(Weapon copiedWeapon)
    {
        name             = copiedWeapon.name;
        prefabPoolIndex  = copiedWeapon.prefabPoolIndex;
        weaponAttributes = new WeaponAttributes(copiedWeapon.weaponAttributes);

        projectileAttributes = new ProjectileAttributes(copiedWeapon.projectileAttributes);

        clip_Fire = copiedWeapon.clip_Fire;

        prefab_Projectile = copiedWeapon.prefab_Projectile;
    }
コード例 #8
0
    public void Start()
    {
        WeaponAttributes[] preWeps = this.GetComponentsInChildren <WeaponAttributes>();
        for (int i = 0; i < preWeps.Length; i++)
        {
            weapons.Add(preWeps[i]);
        }

        activeWep = weapons[0];

        anim = this.GetComponent <Animator>();
        move = this.GetComponent <PlayerMovement>();
    }
コード例 #9
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    private void iterateWeapon(bool forward)
    {
        if (weapons.Count == 0)
        {
            return;
        }

        int newSlot = activeWepSlot + (forward ? 1 : weapons.Count - 1);

        newSlot %= weapons.Count;

        activeWep.gameObject.SetActive(false);
        activeWep     = weapons[newSlot];
        activeWepSlot = newSlot;
        activeWep.gameObject.SetActive(true);
    }
コード例 #10
0
    void Update()
    {
        WeaponAttributes wep   = Player.getActiveWeapon();
        Rect             uvrec = img.uvRect;

        if (!wep)
        {
            uvrec.width = 0;
            img.uvRect  = uvrec;
            return;
        }

        uvrec.width = wep.getAmmo();
        img.uvRect  = uvrec;
        img.transform.localScale = new Vector3(wep.getAmmo(), 1.0f, 1.0f);
        img.texture = wep.ammoUI;
    }
コード例 #11
0
ファイル: UI_ItemDetails.cs プロジェクト: Terralux/Summoner
 public void GetAttributesFromWeapon()
 {
     if (item as Weapon != null)
     {
         WeaponAttributes wa  = (item as Weapon).attributes;
         string[]         arr = System.Enum.GetNames(typeof(Elementals));
         Debug.Log(arr.Length);
         AttributeUIContainer[] containers = GetAttributeSlots();
         for (int i = 0; i < arr.Length; i++)
         {
             string element = arr [i];
             int    value   = (wa.elementalAffinities [element] as ElementalAffinity).value;
             containers [i].attImage.text = element;
             containers [i].attValue.text = value + "";
         }
     }
 }
コード例 #12
0
    public static WeaponAttributes create(WEAPONS wep)
    {
        if (wep < 0 || wep >= WEAPONS.MAX_WEAPONS)
        {
            return(null);
        }

        WeaponAttributes prefab = (Instantiate(Resources.Load(WEAPON_PATHS[(int)wep], typeof(GameObject))) as GameObject).GetComponent <WeaponAttributes>();

        if (!prefab)
        {
            return(null);
        }

        prefab.type = wep;
        return(prefab);
    }
コード例 #13
0
        /// <summary>
        /// Try to give damage to a monster
        /// </summary>
        private void DoDamage(bool criticalFist = false)
        {
            Rectangle        effectiveArea = this.follower.GetBoundingBox();
            Rectangle        enemyBox      = this.leader.GetBoundingBox();
            Rectangle        companionBox  = this.follower.GetBoundingBox();
            WeaponAttributes attrs         = new WeaponAttributes();

            if (!criticalFist && this.weapon != null)
            {
                attrs.SetFromWeapon(this.weapon);
            }

            if (criticalFist)
            {
                attrs.knockBack   *= 2.7f;
                attrs.smashAround /= 2f;
            }

            if (criticalFist && this.follower.FacingDirection != 0)
            {
                this.follower.currentLocation.playSound("clubSmash");
                this.follower.currentLocation.temporarySprites.Add(new TemporaryAnimatedSprite("TileSheets\\animations", new Microsoft.Xna.Framework.Rectangle(0, 960, 128, 128), 60f, 4, 0, this.follower.Position, false, this.follower.FacingDirection == 3, 1f, 0.0f, Color.White, .5f, 0.0f, 0.0f, 0.0f, false));
            }

            companionBox.Inflate(8, 8); // Personal space
            effectiveArea.Inflate((int)(effectiveArea.Width * attrs.smashAround + attrs.addedEffectiveArea), (int)(effectiveArea.Height * attrs.smashAround + attrs.addedEffectiveArea));

            if (!criticalFist && !this.defendFistUsed && this.ai.Csm.HasSkill("warrior") && companionBox.Intersects(enemyBox) && Game1.random.NextDouble() < .33f)
            {
                this.ai.Monitor.Log("Critical dangerous: Using defense fists!");
                this.defendFistUsed = true;
                this.DoDamage(true); // Force fist when no damage given to a monster with weapon
                return;
            }

            if (this.follower.currentLocation.damageMonster(effectiveArea, attrs.minDamage, attrs.maxDamage, false, attrs.knockBack, attrs.addedPrecision, attrs.critChance, attrs.critMultiplier, !criticalFist, this.realLeader as Farmer))
            {
                this.follower.currentLocation.playSound("clubhit");
                if (criticalFist || (Game1.random.NextDouble() > .7f && Game1.random.NextDouble() < .3f))
                {
                    this.DoFightSpeak();
                }
            }
        }
コード例 #14
0
 public WeaponAttributesWrapper(WeaponAttributes other) : base(other.Name)
 {
     ExcludeFromAutoTargetAcquisition = other.ExcludeFromAutoTargetAcquisition;
     ExcludeFromAutoFire        = other.ExcludeFromAutoFire;
     ExcludeFromHeightAdvantage = other.ExcludeFromHeightAdvantage;
     DamageType                          = other.DamageType;
     IsTracer                            = other.IsTracer;
     TracerSpeed                         = other.TracerSpeed;
     TracerLength                        = other.TracerLength;
     BaseDamagePerRound                  = other.BaseDamagePerRound;
     BaseWreckDamagePerRound             = other.BaseWreckDamagePerRound;
     FiringRecoil                        = other.FiringRecoil;
     WindUpTimeMS                        = other.WindUpTimeMS;
     RateOfFire                          = other.RateOfFire;
     NumberOfBursts                      = other.NumberOfBursts;
     DamagePacketsPerShot                = other.DamagePacketsPerShot;
     BurstPeriodMinTimeMS                = other.BurstPeriodMinTimeMS;
     BurstPeriodMaxTimeMS                = other.BurstPeriodMaxTimeMS;
     CooldownTimeMS                      = other.CooldownTimeMS;
     WindDownTimeMS                      = other.WindDownTimeMS;
     ReloadTimeMS                        = other.ReloadTimeMS;
     LineOfSightRequired                 = other.LineOfSightRequired;
     LeadsTarget                         = other.LeadsTarget;
     KillSkipsUnitDeathSequence          = other.KillSkipsUnitDeathSequence;
     RevealTriggers                      = other.RevealTriggers;
     UnitStatusAttackingTriggers         = other.UnitStatusAttackingTriggers;
     TargetStyle                         = other.TargetStyle;
     Modifiers                           = other.Modifiers;
     AreaOfEffectFalloffType             = other.AreaOfEffectFalloffType;
     AreaOfEffectRadius                  = other.AreaOfEffectRadius;
     ExcludeWeaponOwnerFromAreaOfEffect  = other.ExcludeWeaponOwnerFromAreaOfEffect;
     FriendlyFireDamageScalar            = other.FriendlyFireDamageScalar;
     WeaponOwnerFriendlyFireDamageScalar = other.WeaponOwnerFriendlyFireDamageScalar;
     Turret = other.Turret;
     Ranges = other.Ranges;
     ProjectileEntityTypeToSpawn    = other.ProjectileEntityTypeToSpawn;
     StatusEffectsTargetAlignment   = other.StatusEffectsTargetAlignment;
     StatusEffectsExcludeTargetType = other.StatusEffectsExcludeTargetType;
     ActiveStatusEffectsIndex       = other.ActiveStatusEffectsIndex;
     StatusEffectsSets            = other.StatusEffectsSets;
     EntityTypesToSpawnOnImpact   = other.EntityTypesToSpawnOnImpact;
     TargetPriorizationAttributes = other.TargetPriorizationAttributes;
 }
コード例 #15
0
 private void startHighNoon()
 {
     if (charge < 100)
     {
         return;
     }
     prevWep = player.getActiveWeapon();
     if (weapon == null)
     {
         weapon = player.giveWeapon(WEAPONS.REVOLVER_GOLDEN, false);
     }
     player.setActiveWeapon(weapon);
     audioSource.pitch = .5f;
     weapon.setAmmo(weapon.getClipSize());//Force reload
     startTime           = Time.realtimeSinceStartup;
     Time.timeScale      = HNTimeScale;
     Time.fixedDeltaTime = 0.02f * Time.timeScale;
     active = true;
 }
コード例 #16
0
 public void dropActiveWeapon()
 {
     if (weapons.Count == 0)
     {
         return;
     }
     activeWep.drop();
     weapons.RemoveAt(activeWepSlot);
     if (weapons.Count > 0)
     {
         int newSlot = activeWepSlot % weapons.Count;
         activeWep     = weapons[newSlot];
         activeWepSlot = newSlot;
         activeWep.gameObject.SetActive(true);
     }
     else
     {
         activeWep = null;
     }
 }
コード例 #17
0
    public WeaponAttributes(WeaponAttributes copiedWeaponAttributes)
    {
        ammoCurrent = copiedWeaponAttributes.ammoCurrent;
        ammoMax     = copiedWeaponAttributes.ammoMax;
        ammoType    = copiedWeaponAttributes.ammoType;
        consumption = copiedWeaponAttributes.consumption;

        automatic     = copiedWeaponAttributes.automatic;
        firerate      = copiedWeaponAttributes.firerate;
        timeLastFired = copiedWeaponAttributes.timeLastFired;
        burstCount    = copiedWeaponAttributes.burstCount;
        burstDelay    = copiedWeaponAttributes.burstDelay;

        projectileSpreads = copiedWeaponAttributes.projectileSpreads;

        zoomIncrement     = copiedWeaponAttributes.zoomIncrement;
        zoomDecrement     = copiedWeaponAttributes.zoomDecrement;
        zoomCurrent       = copiedWeaponAttributes.zoomCurrent;
        zoomFOVMultiplier = copiedWeaponAttributes.zoomFOVMultiplier;
    }
コード例 #18
0
 public void setActiveWeapon(WeaponAttributes wep)
 {
     if (activeWep)
     {
         activeWep.gameObject.SetActive(false);
     }
     activeWep = wep;
     if (!wep)
     {
         return;
     }
     wep.gameObject.SetActive(true);
     activeWepSlot = 0;
     for (int i = 0; i < weapons.Count; i++)
     {
         if (wep == weapons[i])
         {
             activeWepSlot = i;
             break;
         }
     }
 }
コード例 #19
0
    public bool giveWeapon(WeaponAttributes obj, bool addToArray = true)
    {
        if (addToArray && maxWeapons > 0 && weapons.Count >= maxWeapons)
        {
            return(false);
        }

        Transform trans = this.transform;

        if (weaponPosition)
        {
            trans = weaponPosition.transform;
        }

        obj.transform.position    = trans.position;
        obj.transform.rotation    = trans.rotation;
        obj.transform.parent      = trans.parent;
        obj.transform.eulerAngles = trans.eulerAngles;
        obj.transform.localScale  = trans.localScale;
        obj.setOwner(this);

        if (weapons.Count > 0)
        {
            obj.gameObject.SetActive(false);
        }
        else
        {
            activeWep     = obj;
            activeWepSlot = 0;
        }

        if (addToArray)
        {
            weapons.Add(obj);
        }
        return(true);
    }
コード例 #20
0
        /// <summary>
        /// Creates a Hero of a random type with a random weapon.
        /// </summary>
        /// <param name="level">Level of the hero</param>
        /// <returns>Random Hero</returns>
        private static Hero CreateRandomOpponent(int level)
        {
            var    rand        = new Random();
            int    type        = rand.Next(1, 5);
            int    damage      = rand.Next(1, level);
            double attackSpeed = rand.NextDouble() * (level - 0.1) + 0.1;

            Weapon weapon = new()
            {
                ItemName         = "Weapon",
                ItemLevel        = level,
                ItemSlot         = Slot.SLOT_WEAPON,
                WeaponAttributes = new WeaponAttributes()
                {
                    Damage = damage, AttackSpeed = attackSpeed
                }
            };

            Hero   opponent;
            string name = "Opponent";

            switch (type)
            {
            default:
            case 1:
                opponent          = new Mage(name);
                weapon.WeaponType = WeaponType.WEAPON_WAND;
                break;

            case 2:
                opponent          = new Ranger(name);
                weapon.WeaponType = WeaponType.WEAPON_BOW;
                break;

            case 3:
                opponent          = new Rogue(name);
                weapon.WeaponType = WeaponType.WEAPON_DAGGER;
                break;

            case 4:
                opponent          = new Warrior(name);
                weapon.WeaponType = WeaponType.WEAPON_SWORD;
                break;
            }

            if (level > 1)
            {
                opponent.LevelUp(level - 1);
            }

            try
            {
                opponent.Equip(weapon);
            }
            catch (Exception e)
            {
                GameWriter.ItemEquippedErrorMessage(e.Message);
            }

            opponent.CalculateTotalStats();

            return(opponent);
        }
コード例 #21
0
        /// <summary>
        /// Try to give damage to a monster
        /// </summary>
        private void DoDamage(bool criticalFist = false)
        {
            if (this.leader == null)
            {
                return;
            }

            Rectangle effectiveArea = this.follower.GetBoundingBox();
            Rectangle enemyBox      = this.leader.GetBoundingBox();
            Rectangle companionBox  = this.follower.GetBoundingBox();

            this.weaponAttrs = new WeaponAttributes(criticalFist ? null : this.weapon);

            if (criticalFist)
            {
                this.weaponAttrs.knockBack   *= 1.7f;
                this.weaponAttrs.smashAround /= 2f;
                this.fistCoolDown             = 240;
            }

            if (this.ai.Csm.HasSkill("warrior"))
            {
                // Enhanced skills ONLY for WARRIORS
                this.weaponAttrs.minDamage          += (int)Math.Round(this.weaponAttrs.minDamage * .02f);           // 2% added min damage
                this.weaponAttrs.knockBack          += this.weaponAttrs.knockBack * (Game1.random.Next(1, 3) / 100); // 1-3% added knock back
                this.weaponAttrs.addedEffectiveArea += (int)Math.Round(this.weaponAttrs.addedEffectiveArea * .01f);  // 1% added effective area
                this.weaponAttrs.critChance         += Math.Max(0, (float)Game1.player.DailyLuck / 2);               // added critical chance is half of daily luck. If luck is negative, no added critical chance
            }

            if (criticalFist && this.follower.FacingDirection != 0)
            {
                if (!Compat.IsModLoaded(ModUids.PACIFISTMOD_UID))
                {
                    this.follower.currentLocation.temporarySprites.Add(new TemporaryAnimatedSprite("TileSheets\\animations", new Rectangle(0, 960, 128, 128), 60f, 4, 0, this.follower.Position, false, this.follower.FacingDirection == 3, 1f, 0.0f, Color.White, .5f, 0.0f, 0.0f, 0.0f, false));
                }
                else
                {
                    this.follower.currentLocation.temporarySprites.Add(new TemporaryAnimatedSprite("LooseSprites\\Cursors", new Rectangle(211, 428, 7, 6), 2000f, 1, 0, new Vector2((float)this.follower.getTileX(), (float)this.follower.getTileY()) * 64f + new Vector2(16f, -64f), false, false, 1f, 0.0f, Color.White, 4f, 0.0f, 0.0f, 0.0f, false)
                    {
                        motion    = new Vector2(0.0f, -0.5f),
                        alphaFade = 0.01f
                    });
                }
            }

            companionBox.Inflate(4, 4); // Personal space
            effectiveArea.Inflate((int)(effectiveArea.Width * this.weaponAttrs.smashAround + this.weaponAttrs.addedEffectiveArea), (int)(effectiveArea.Height * this.weaponAttrs.smashAround + this.weaponAttrs.addedEffectiveArea));

            if (Compat.IsModLoaded(ModUids.PACIFISTMOD_UID))
            {
                int  frame = -1;
                bool flip  = false;

                if (this.kissFrames.ContainsKey(this.follower.Name))
                {
                    frame = int.Parse(this.kissFrames[this.follower.Name].Split(' ')[0]);
                    flip  = this.kissFrames[this.follower.Name].Split(' ')[1] == "true";
                }

                this.follower.doEmote(20);
            }

            if (!criticalFist && !this.defendFistUsed && this.ai.Csm.HasSkill("warrior") && companionBox.Intersects(enemyBox) && this.weaponSwingCooldown == this.CooldownTimeout && this.fistCoolDown <= 0)
            {
                this.ai.Monitor.Log("Critical dangerous: Using defense fists!");
                this.defendFistUsed = true;
                this.DoDamage(true); // Force fist when monster is too close
                return;
            }

            if (this.follower.currentLocation.DamageMonsterByCompanion(effectiveArea, this.weaponAttrs.minDamage, this.weaponAttrs.maxDamage,
                                                                       this.weaponAttrs.knockBack, this.weaponAttrs.addedPrecision, this.weaponAttrs.critChance, this.weaponAttrs.critMultiplier, !criticalFist,
                                                                       this.follower, this.realLeader as Farmer))
            {
                if (criticalFist)
                {
                    this.follower.currentLocation.playSound(Compat.IsModLoaded(ModUids.PACIFISTMOD_UID) ? "dwop" : "clubSmash");
                    this.ai.Csm.CompanionManager.Hud.GlowSkill("warrior", Color.Red, 1);
                    this.fistCoolDown = 1200;
                }

                if (criticalFist || (Game1.random.NextDouble() > .7f && Game1.random.NextDouble() < .3f))
                {
                    this.DoFightSpeak();
                }
            }
        }
コード例 #22
0
        /// <summary>
        /// Try to give damage to a monster
        /// </summary>
        private void DoDamage(bool criticalFist = false)
        {
            if (this.leader == null)
            {
                return;
            }

            Rectangle        effectiveArea = this.follower.GetBoundingBox();
            Rectangle        enemyBox      = this.leader.GetBoundingBox();
            Rectangle        companionBox  = this.follower.GetBoundingBox();
            WeaponAttributes attrs         = new WeaponAttributes();

            if (!criticalFist && this.weapon != null)
            {
                attrs.SetFromWeapon(this.weapon);
            }

            if (criticalFist)
            {
                attrs.knockBack   *= 3.6f;
                attrs.smashAround /= 2f;
            }

            if (this.ai.Csm.HasSkill("warrior"))
            {
                // Enhanced skills ONLY for WARRIORS
                attrs.minDamage          += (int)Math.Round(attrs.minDamage * .03f);           // 3% added min damage
                attrs.knockBack          += attrs.knockBack * (Game1.random.Next(2, 5) / 100); // 2-5% added knock back
                attrs.addedEffectiveArea += (int)Math.Round(attrs.addedEffectiveArea * .01f);  // 1% added effective area
                attrs.critChance         += Math.Max(0, (float)Game1.player.DailyLuck / 2);    // added critical chance is half of daily luck. If luck is negative, no added critical chance
            }

            if (criticalFist && this.follower.FacingDirection != 0)
            {
                this.follower.currentLocation.temporarySprites.Add(new TemporaryAnimatedSprite("TileSheets\\animations", new Rectangle(0, 960, 128, 128), 60f, 4, 0, this.follower.Position, false, this.follower.FacingDirection == 3, 1f, 0.0f, Color.White, .5f, 0.0f, 0.0f, 0.0f, false));
            }

            companionBox.Inflate(4, 4); // Personal space
            effectiveArea.Inflate((int)(effectiveArea.Width * attrs.smashAround + attrs.addedEffectiveArea), (int)(effectiveArea.Height * attrs.smashAround + attrs.addedEffectiveArea));

            if (!criticalFist && !this.defendFistUsed && this.ai.Csm.HasSkill("warrior") && companionBox.Intersects(enemyBox) && this.weaponSwingCooldown == this.CooldownTimeout)
            {
                this.ai.Monitor.Log("Critical dangerous: Using defense fists!");
                this.defendFistUsed = true;
                this.DoDamage(true); // Force fist when no damage given to a monster with weapon
                return;
            }

            if (this.follower.currentLocation.damageMonster(effectiveArea, attrs.minDamage, attrs.maxDamage, false, attrs.knockBack, attrs.addedPrecision, attrs.critChance, attrs.critMultiplier, !criticalFist, this.realLeader as Farmer))
            {
                if (criticalFist)
                {
                    this.follower.currentLocation.playSound("clubSmash");
                    this.ai.Csm.CompanionManager.Hud.GlowSkill("warrior", Color.Red, 1);
                }
                else
                {
                    this.follower.currentLocation.playSound("clubhit");
                }

                if (criticalFist || (Game1.random.NextDouble() > .7f && Game1.random.NextDouble() < .3f))
                {
                    this.DoFightSpeak();
                }
            }
        }
コード例 #23
0
ファイル: BaseRunicTool.cs プロジェクト: Ravenwolfe/xrunuo
 private static void ApplyAttribute( WeaponAttributes attrs, int min, int max, WeaponAttribute attr, int low, int high, int scale )
 {
     attrs[attr] = Scale( min, max, low / scale, high / scale ) * scale;
 }
コード例 #24
0
ファイル: BaseRunicTool.cs プロジェクト: Ravenwolfe/xrunuo
 private static void ApplyAttribute( WeaponAttributes attrs, int min, int max, WeaponAttribute attr, int low, int high )
 {
     attrs[attr] = Scale( min, max, low, high );
 }
コード例 #25
0
ファイル: WeaponUpgrade.cs プロジェクト: Terralux/Summoner
 public bool CheckRequirements(WeaponAttributes wAtt)
 {
     return(requirementsMet = upgradeRequirements.IsLessThan(wAtt));
 }
コード例 #26
0
ファイル: BaseRunicTool.cs プロジェクト: nogu3ira/xrunuo
 private static void ApplyAttribute(WeaponAttributes attrs, int min, int max, WeaponAttribute attr, int low, int high)
 {
     attrs[attr] = Scale(min, max, low, high);
 }
コード例 #27
0
ファイル: BaseRunicTool.cs プロジェクト: nogu3ira/xrunuo
 private static void ApplyAttribute(WeaponAttributes attrs, int min, int max, WeaponAttribute attr, int low, int high, int scale)
 {
     attrs[attr] = Scale(min, max, low / scale, high / scale) * scale;
 }
        // Token: 0x06000C55 RID: 3157 RVA: 0x00056FE4 File Offset: 0x000551E4
        private void UpdateDynamicDataForUnit(Entity entity)
        {
            UnitState unitState = ShipbreakersMain.CurrentSimFrame.FindObject <UnitState>(entity);

            if (unitState == null)
            {
                return;
            }
            if (this.mSelectedEntity.IsValid())
            {
                if (this.mLastUnitState == unitState)
                {
                    return;
                }
                if (this.mSettings.UnitHealthValueLabel == null || this.mSettings.UnitHealthBar == null || this.mSettings.UnitArmorValueLabel == null || this.mSettings.UnitFireRateLabel == null || this.mSettings.UnitDamageValueLabel == null || this.mSettings.SpeedValueLabel == null || this.mSettings.UnitShortDescriptionValueLabel == null)
                {
                    Log.Warn(Log.Channel.UI, "Information Panel: An information label was not configured correctly.  Check Unity Config.   Skipping Info Panel Update", new object[0]);
                    return;
                }
                string typeID = unitState.TypeID;
                bool   flag   = this.mLastUnitState == null || this.mLastUnitState.EntityID != this.mSelectedEntity;
                ExperienceViewAttributes entityTypeAttributes = ShipbreakersMain.GetEntityTypeAttributes <ExperienceViewAttributes>(typeID);
                if (entityTypeAttributes != null)
                {
                    ExperienceState experienceState = ShipbreakersMain.CurrentSimFrame.FindObject <ExperienceState>(entity);
                    if (experienceState != null && experienceState.Level > 0 && (flag || this.mLastExperienceState == null || this.mLastExperienceState.Level != experienceState.Level))
                    {
                        if (!string.IsNullOrEmpty(experienceState.NameSuffix))
                        {
                            RankViewAttributes rankViewAttributes = entityTypeAttributes.RankViews[experienceState.Level];
                            this.mTempLocalizationFormatObjects[0]             = rankViewAttributes.ShortRankName;
                            this.mTempLocalizationFormatObjects[1]             = experienceState.NameSuffix;
                            this.mSettings.UnitShortDescriptionValueLabel.text = this.mSettings.UnitLevelFormat.TokenFormat(this.mTempLocalizationFormatObjects, this.mLocMan);
                        }
                        this.mLastExperienceState = experienceState;
                    }
                }
                if (flag || unitState.OwnerCommander != this.mLastUnitState.OwnerCommander)
                {
                    Commander commanderFromID = this.mCommanderManager.GetCommanderFromID(unitState.OwnerCommander);
                    CommanderDirectorAttributes commanderDirectorFromID = this.mCommanderManager.GetCommanderDirectorFromID(unitState.OwnerCommander);
                    this.mTempLocalizationFormatObjects[0] = ((commanderFromID != null) ? SharedLocIDConstants.GetLocalizedCommanderName(commanderDirectorFromID.PlayerType, commanderFromID.Name, commanderDirectorFromID.AIDifficulty) : string.Empty);
                    this.mTempLocalizationFormatObjects[1] = null;
                    this.mSettings.PlayerNameLabel.text    = this.mSettings.PlayerNameLocID.TokenFormat(this.mTempLocalizationFormatObjects, this.mLocMan);
                }
                UnitAttributes typeAttributes = this.mSelectedEntity.GetTypeAttributes <UnitAttributes>();
                if (typeAttributes == null)
                {
                    Log.Warn(Log.Channel.UI, "Information Panel: Attribute data was missing for unit type {0}. Skipping info panel update", new object[]
                    {
                        this.mSelectedEntity.ToFriendlyString()
                    });
                    return;
                }
                UnitAttributes entityTypeAttributes2 = ShipbreakersMain.GetEntityTypeAttributes <UnitAttributes>(typeID);
                if (entityTypeAttributes2 == null)
                {
                    Log.Error(Log.Channel.Data | Log.Channel.UI, "Failed to find base UnitAttributes for entity type {0}", new object[]
                    {
                        typeID
                    });
                }
                if (flag || unitState.Hitpoints != this.mLastUnitState.Hitpoints)
                {
                    this.mTempLocalizationFormatObjects[0]   = unitState.Hitpoints;
                    this.mTempLocalizationFormatObjects[1]   = unitState.MaxHitpoints;
                    this.mSettings.UnitHealthValueLabel.text = ((unitState.MaxHitpoints > 0) ? this.mSettings.UnitHealthFormat.TokenFormat(this.mTempLocalizationFormatObjects, this.mLocMan) : string.Empty);
                    this.mSettings.UnitHealthBar.value       = ((unitState.MaxHitpoints > 0) ? ((float)unitState.Hitpoints / (float)unitState.MaxHitpoints) : 0f);
                    int buffComparison = 0;
                    if (entityTypeAttributes2 != null)
                    {
                        buffComparison = unitState.MaxHitpoints.CompareTo(entityTypeAttributes2.MaxHealth);
                    }
                    this.mSettings.UnitHealthValueLabel.color = this.mUnitInteractionAttributes.BuffInfo.BuffColor(buffComparison);
                }
                this.mSelectedEntity.GetTypeAttributes <UnitMovementAttributes>();
                int num = Fixed64.IntValue(unitState.MaxSpeed);
                if (flag || num != Fixed64.IntValue(this.mLastUnitState.MaxSpeed))
                {
                    this.mTempLocalizationFormatObjects[0] = num;
                    this.mTempLocalizationFormatObjects[1] = null;
                    this.mSettings.SpeedValueLabel.text    = this.mSettings.UnitSpeedFormat.TokenFormat(this.mTempLocalizationFormatObjects, this.mLocMan);
                    int buffComparison2 = 0;
                    UnitMovementAttributes entityTypeAttributes3  = ShipbreakersMain.GetEntityTypeAttributes <UnitMovementAttributes>(typeID);
                    UnitDynamicsAttributes unitDynamicsAttributes = (entityTypeAttributes3 != null) ? entityTypeAttributes3.Dynamics : null;
                    if (unitDynamicsAttributes != null)
                    {
                        buffComparison2 = unitState.MaxSpeed.CompareTo(unitDynamicsAttributes.MaxSpeed);
                    }
                    else
                    {
                        Log.Error(Log.Channel.Data | Log.Channel.UI, "Failed to find base UnitDynamicsAttributes for entity type {0}", new object[]
                        {
                            typeID
                        });
                    }
                    this.mSettings.SpeedValueLabel.color = this.mUnitInteractionAttributes.BuffInfo.BuffColor(buffComparison2);
                }
                int buffComparison3 = 0;
                // MOD
                int baseDamagePerRound   = 0;
                int damagePacketsPerShot = 1;
                // MOD
                if (!typeAttributes.WeaponLoadout.IsNullOrEmpty <WeaponBinding>())
                {
                    WeaponBinding weaponBinding = typeAttributes.WeaponLoadout[0];
                    if (weaponBinding != null)
                    {
                        // MOD
                        damagePacketsPerShot = weaponBinding.Weapon.DamagePacketsPerShot;
                        baseDamagePerRound   = Fixed64.IntValue(weaponBinding.Weapon.BaseDamagePerRound);
                        WeaponAttributes entityTypeAttributes4 = ShipbreakersMain.GetEntityTypeAttributes <WeaponAttributes>(typeID, weaponBinding.Weapon.Name);
                        if (entityTypeAttributes4 != null)
                        {
                            buffComparison3 = baseDamagePerRound.CompareTo(Fixed64.IntValue(entityTypeAttributes4.BaseDamagePerRound));
                        }
                        else
                        {
                            Log.Error(Log.Channel.Data | Log.Channel.UI, "Failed to find base WeaponAttributes with name {0} for entity type {1}", new object[]
                            {
                                weaponBinding.Weapon.Name,
                                typeID
                            });
                        }
                        // MOD
                    }
                    else
                    {
                        Log.Error(Log.Channel.Data | Log.Channel.UI, "First WeaponBinding in WeaponLoadout for unit type {0} is null! Unable to determine damage to show on info panel", new object[]
                        {
                            typeID
                        });
                    }
                }
                // MOD
                if (flag || this.mLastWeaponDamageValue != baseDamagePerRound || this.mLastWeaponPacketsValue != damagePacketsPerShot)
                {
                    this.mSettings.UnitDamageValueLabel.text = damagePacketsPerShot != 1 ? string.Format("{0} | {1}", baseDamagePerRound, damagePacketsPerShot) : string.Format("{0}", baseDamagePerRound);
                    this.mLastWeaponDamageValue  = baseDamagePerRound;
                    this.mLastWeaponPacketsValue = damagePacketsPerShot;
                    this.mSettings.UnitDamageValueLabel.color = this.mUnitInteractionAttributes.BuffInfo.BuffColor(buffComparison3);
                }
                // MOD
                if (flag || this.mLastUnitArmourValue != typeAttributes.Armour)
                {
                    this.mTempLocalizationFormatObjects[0]  = typeAttributes.Armour;
                    this.mTempLocalizationFormatObjects[1]  = null;
                    this.mSettings.UnitArmorValueLabel.text = this.mSettings.UnitArmorFormat.TokenFormat(this.mTempLocalizationFormatObjects, this.mLocMan);
                    this.mLastUnitArmourValue = typeAttributes.Armour;
                    int buffComparison4 = 0;
                    if (entityTypeAttributes2 != null)
                    {
                        buffComparison4 = typeAttributes.Armour.CompareTo(entityTypeAttributes2.Armour);
                    }
                    this.mSettings.UnitArmorValueLabel.color = this.mUnitInteractionAttributes.BuffInfo.BuffColor(buffComparison4);
                }
                if (flag || this.mLastFireRateDisplay != typeAttributes.FireRateDisplay)
                {
                    this.mTempLocalizationFormatObjects[0] = InformationPanelController.InformationPanelSettings.FireRateLocIDs[typeAttributes.FireRateDisplay];
                    this.mTempLocalizationFormatObjects[1] = null;
                    this.mSettings.UnitFireRateLabel.text  = this.mSettings.UnitFireRateFormat.TokenFormat(this.mTempLocalizationFormatObjects, this.mLocMan);
                    this.mLastFireRateDisplay = typeAttributes.FireRateDisplay;
                    int buffComparison5 = 0;
                    if (entityTypeAttributes2 != null)
                    {
                        buffComparison5 = typeAttributes.FireRateDisplay.CompareTo(entityTypeAttributes2.FireRateDisplay);
                    }
                    this.mSettings.UnitFireRateLabel.color = this.mUnitInteractionAttributes.BuffInfo.BuffColor(buffComparison5);
                }
                this.mLastUnitState = unitState;
            }
        }
コード例 #29
0
ファイル: Weapon.cs プロジェクト: valdemarkragh/RPG
 public Weapon(string ItemName, int ItemLevel, ArmorSlots ItemSlot, WeaponTypes WeaponType, WeaponAttributes WeaponAttributes) : base(ItemName, ItemLevel, ItemSlot)
 {
     this.WeaponType       = WeaponType;
     this.WeaponAttributes = WeaponAttributes;
 }
コード例 #30
0
        protected void OutputForWeapons(EntityTypeCollection entityTypeCollection, EntityTypeAttributes entityTypeAttributes, string[] selectedWeapons, bool dps = false)
        {
            using (BeginScope("weapons"))
            {
                WeaponAttributes[] weaponAttributes = entityTypeAttributes.GetAll <WeaponAttributes>();
                for (int i = 0; i < weaponAttributes.Length; ++i)
                {
                    WeaponAttributes w = weaponAttributes[i];
                    if (selectedWeapons == null || Array.IndexOf(selectedWeapons, w.Name) >= 0)
                    {
                        using (BeginScope(w.Name))
                        {
                            Print($"damageType: {w.DamageType}");
                            Print($"dmg: {w.BaseDamagePerRound}");
                            Print($"packets: {w.DamagePacketsPerShot}");
                            Print($"excludeFromHighGround: {w.ExcludeFromHeightAdvantage}");
                            Print($"lineOfSightRequired: {w.LineOfSightRequired}");
                            Print($"friendlyFireDamageScalar: {w.FriendlyFireDamageScalar}");
                            Print($"leadsTarget: {w.LeadsTarget}");
                            Print($"windUp: {w.WindUpTimeMS}");
                            Print($"windDown: {w.WindDownTimeMS}");
                            Print($"rof: {w.RateOfFire}");
                            Print($"burstMin: {w.BurstPeriodMinTimeMS}");
                            Print($"burstMax: {w.BurstPeriodMaxTimeMS}");
                            Print($"numBursts: {w.NumberOfBursts}");
                            Print($"cooldown: {w.CooldownTimeMS}");
                            Print($"reload: {w.ReloadTimeMS}");
                            Print($"aoe: {w.AreaOfEffectRadius}");
                            Print($"falloff: {Enum.GetName(typeof(AOEFalloffType), w.AreaOfEffectFalloffType)}");

                            using (BeginScope($"ranges"))
                            {
                                foreach (var r in w.Ranges)
                                {
                                    using (BeginScope(Enum.GetName(typeof(WeaponRange), r.Range)))
                                    {
                                        Print($"distance: {r.Distance}");
                                        Print($"accuracy: {r.Accuracy}");
                                    }
                                }
                            }

                            if (!dps)
                            {
                                using (BeginScope($"turret"))
                                {
                                    Print($"fieldOfView: {w.Turret.FieldOfView}");
                                    Print($"fieldOfFire: {w.Turret.FieldOfFire}");
                                    Print($"rotationSpeed: {w.Turret.RotationSpeed}");
                                }

                                if (w.Modifiers.Length > 0)
                                {
                                    using (BeginScope($"modifiers"))
                                    {
                                        for (int j = 0; j < w.Modifiers.Length; ++j)
                                        {
                                            WeaponModifierInfo modifierInfo = w.Modifiers[j];
                                            using (BeginScope(j.ToString()))
                                            {
                                                Print($"targetClass: {modifierInfo.TargetClass}");
                                                Print($"classOperator: {modifierInfo.ClassOperator}");
                                                Print($"modifierType: {modifierInfo.Modifier}");
                                                Print($"amount: {modifierInfo.Amount}");
                                            }
                                        }
                                    }
                                }
                                if (w.StatusEffectsSets.Length > 0)
                                {
                                    Print($"statusEffectsExcludeTargetType: {w.StatusEffectsExcludeTargetType}");
                                    Print($"statusEffectsTargetAlignment: {w.StatusEffectsTargetAlignment}");
                                    using (BeginScope("statusEffectSets"))
                                    {
                                        for (int j = 0; j < w.StatusEffectsSets.Length; ++j)
                                        {
                                            for (int k = 0; k < w.StatusEffectsSets[j].StatusEffects.Length; ++k)
                                            {
                                                using (BeginScope(w.StatusEffectsSets[j].StatusEffects[k]))
                                                {
                                                    EntityTypeAttributes     seEntityTypeAttributes = entityTypeCollection.GetEntityType(w.StatusEffectsSets[j].StatusEffects[k]);
                                                    StatusEffectAttributes[] statusEffectAttributes = seEntityTypeAttributes.GetAll <StatusEffectAttributes>();
                                                    if (statusEffectAttributes.Length > 0)
                                                    {
                                                        OutputForStatusEffect(statusEffectAttributes[0]);
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }

                            WeaponDPSInfo weaponDPSInfo = new WeaponDPSInfo(w);
                            using (BeginScope("dpsInfo"))
                            {
                                Print($"avgShots: {weaponDPSInfo.AverageShotsPerBurst}");
                                Print($"trueROF: {weaponDPSInfo.TrueROF}");
                                Print($"sequenceDuration: {weaponDPSInfo.SequenceDuration}");
                                if (dps)
                                {
                                    using (BeginScope("dpsVsArmor"))
                                    {
                                        int[] armorVals = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 18, 21, 25, 50, 75, 100 };
                                        for (int j = 0; j < armorVals.Length; ++j)
                                        {
                                            using (BeginScope(armorVals[j].ToString()))
                                            {
                                                double armorDPS = weaponDPSInfo.ArmorDPS(armorVals[j]);
                                                Print($"dpsBeforeAccuracy: {armorDPS}");

                                                using (BeginScope("accuracyDps"))
                                                {
                                                    Dictionary <WeaponRange, double> rangeDPS = weaponDPSInfo.RangeDPS(armorDPS);
                                                    foreach (RangeBasedWeaponAttributes r in w.Ranges)
                                                    {
                                                        Print($"{Enum.GetName(typeof(WeaponRange), r.Range)}: {rangeDPS[r.Range]}");
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                                else
                                {
                                    double armorDPS = weaponDPSInfo.ArmorDPS(0);
                                    Print($"dpsBeforeAccuracy: {armorDPS}");

                                    using (BeginScope("accuracyDps"))
                                    {
                                        Dictionary <WeaponRange, double> rangeDPS = weaponDPSInfo.RangeDPS(armorDPS);
                                        foreach (RangeBasedWeaponAttributes r in w.Ranges)
                                        {
                                            Print($"{Enum.GetName(typeof(WeaponRange), r.Range)}: {rangeDPS[r.Range]}");
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
コード例 #31
0
ファイル: BaseRunicTool.cs プロジェクト: nogu3ira/xrunuo
        public static void ApplyAttributesTo(BaseWeapon weapon, bool isRunicTool, int luckChance, int attributeCount, int min, int max)
        {
            m_IsRunicTool = isRunicTool;
            m_LuckChance  = luckChance;

            MagicalAttributes primary     = weapon.Attributes;
            WeaponAttributes  secondary   = weapon.WeaponAttributes;
            ElementAttributes resistances = weapon.Resistances;

            m_Props.SetAll(false);

            if (weapon is BaseRanged || weapon is BaseThrowing)
            {
                m_Props.Set(2, true);                   // ranged weapons cannot be ubws or mageweapon
            }

            if (!(weapon is BaseRanged))
            {
                m_Props.Set(28, true);                   // Solo los arcos pueden llevar la propiedad Balanced
                m_Props.Set(29, true);                   // Solo los arcos pueden llevar la propiedad Velocity
            }

            if (isRunicTool)
            {
                m_Props.Set(16, true);                   // Lower requirements don't spawn from runic tools
            }
            bool isRunicToolRanged = isRunicTool && weapon is BaseRanged;

            for (int i = 0; i < attributeCount; ++i)
            {
                int random = GetUniqueRandom(30);

                if (random == -1)
                {
                    break;
                }

                switch (random)
                {
                case 0:
                {
                    switch (Utility.Random(5))
                    {
                    case 0: ApplyAttribute(secondary, min, max, WeaponAttribute.HitPhysicalArea, 2, 50, 2); break;

                    case 1: ApplyAttribute(secondary, min, max, WeaponAttribute.HitFireArea, 2, 50, 2); break;

                    case 2: ApplyAttribute(secondary, min, max, WeaponAttribute.HitColdArea, 2, 50, 2); break;

                    case 3: ApplyAttribute(secondary, min, max, WeaponAttribute.HitPoisonArea, 2, 50, 2); break;

                    case 4: ApplyAttribute(secondary, min, max, WeaponAttribute.HitEnergyArea, 2, 50, 2); break;
                    }

                    break;
                }

                case 1:
                {
                    switch (Utility.Random(4))
                    {
                    case 0: ApplyAttribute(secondary, min, max, WeaponAttribute.HitMagicArrow, 2, 50, 2); break;

                    case 1: ApplyAttribute(secondary, min, max, WeaponAttribute.HitHarm, 2, 50, 2); break;

                    case 2: ApplyAttribute(secondary, min, max, WeaponAttribute.HitFireball, 2, 50, 2); break;

                    case 3: ApplyAttribute(secondary, min, max, WeaponAttribute.HitLightning, 2, 50, 2); break;
                    }

                    break;
                }

                case 2:
                {
                    switch (Utility.Random(2))
                    {
                    case 0: ApplyAttribute(secondary, min, max, WeaponAttribute.UseBestSkill, 1, 1); break;

                    case 1: ApplyAttribute(secondary, min, max, WeaponAttribute.MageWeapon, 1, 10); break;
                    }

                    break;
                }

                case 3:
                {
                    MagicalAttribute attr = MagicalAttribute.WeaponDamage;
                    int oldValue          = primary[attr];

                    ApplyAttribute(primary, min, max, attr, 1, 50);

                    if (oldValue >= primary[attr])
                    {
                        primary[attr] = oldValue;
                        i--;
                    }

                    break;
                }

                case 4: ApplyAttribute(primary, min, max, MagicalAttribute.DefendChance, 1, isRunicToolRanged ? 25 : 15); break;

                case 5: ApplyAttribute(primary, min, max, MagicalAttribute.CastSpeed, 1, 1); break;

                case 6: ApplyAttribute(primary, min, max, MagicalAttribute.AttackChance, 1, isRunicToolRanged ? 25 : 15); break;

                case 7: ApplyAttribute(primary, min, max, MagicalAttribute.Luck, 1, isRunicToolRanged ? 120 : 100); break;

                case 8: ApplyAttribute(primary, min, max, MagicalAttribute.WeaponSpeed, 5, 30, 5); break;

                case 9: ApplyAttribute(primary, min, max, MagicalAttribute.SpellChanneling, 1, 1); break;

                case 10: ApplyAttribute(secondary, min, max, WeaponAttribute.HitDispel, 2, 50, 2); break;

                case 11: ApplyAttribute(secondary, min, max, WeaponAttribute.HitLeechHits, 2, 50, 2); break;

                case 12: ApplyAttribute(secondary, min, max, WeaponAttribute.HitLowerAttack, 2, 50, 2); break;

                case 13: ApplyAttribute(secondary, min, max, WeaponAttribute.HitLowerDefend, 2, 50, 2); break;

                case 14: ApplyAttribute(secondary, min, max, WeaponAttribute.HitLeechMana, 2, 50, 2); break;

                case 15: ApplyAttribute(secondary, min, max, WeaponAttribute.HitLeechStam, 2, 50, 2); break;

                case 16: ApplyAttribute(secondary, min, max, WeaponAttribute.LowerStatReq, 10, 100, 10); break;

                case 17: ApplyAttribute(resistances, min, max, ElementAttribute.Physical, 1, 15); break;

                case 18: ApplyAttribute(resistances, min, max, ElementAttribute.Fire, 1, 15); break;

                case 19: ApplyAttribute(resistances, min, max, ElementAttribute.Cold, 1, 15); break;

                case 20: ApplyAttribute(resistances, min, max, ElementAttribute.Poison, 1, 15); break;

                case 21: ApplyAttribute(resistances, min, max, ElementAttribute.Energy, 1, 15); break;

                case 22: ApplyAttribute(secondary, min, max, WeaponAttribute.DurabilityBonus, 10, 100, 10); i--; break;

                case 23: SlayerName slayer = GetRandomSlayer();
                    if (weapon.Slayer == SlayerName.None)
                    {
                        weapon.Slayer = slayer;
                    }
                    else
                    {
                        weapon.Slayer2 = slayer;
                    }
                    break;

                case 24: AssignElementalDamage(weapon, ElementAttribute.Fire); i--; break;

                case 25: AssignElementalDamage(weapon, ElementAttribute.Cold); i--; break;

                case 26: AssignElementalDamage(weapon, ElementAttribute.Poison); i--; break;

                case 27: AssignElementalDamage(weapon, ElementAttribute.Energy); i--; break;

                case 28: ApplyAttribute(secondary, min, max, WeaponAttribute.Balanced, 1, 1); break;

                case 29: ApplyAttribute(secondary, min, max, WeaponAttribute.Velocity, 10, 50, 1); break;
                }
            }
        }
コード例 #32
0
 public void SetWeaponSelected(WeaponAttributes weapon)
 {
     weaponToBuild = weapon;
 }
コード例 #33
0
 public void SetAttributes(WeaponAttributes inAttributes)
 {
     attributes = inAttributes;
 }