コード例 #1
0
        /// <summary>
        /// Constructs a weapon data struct for an element type.
        /// </summary>
        /// <param name="name">The name of this weapon.</param>
        /// <param name="metadata">The metadata object that this weapon data belongs to.</param>
        /// <param name="weaponType">The type of this weapon.</param>
        public WeaponData(string name, ScenarioMetadata metadata, WeaponTypeEnum weaponType)
        {
            if (name == null)
            {
                throw new ArgumentNullException("name");
            }
            if (metadata == null)
            {
                throw new ArgumentNullException("metadata");
            }

            this.name          = name;
            this.displayedName = null;
            this.weaponType    = new ConstValue <WeaponTypeEnum>(weaponType);
            this.cooldown      = null;
            this.damage        = null;
            this.damageType    = null;
            this.increment     = new ConstValue <int>(0);
            this.rangeMax      = null;
            this.rangeMin      = new ConstValue <int>(0);
            this.splashType    = new ConstValue <SplashTypeEnum>(SplashTypeEnum.None);

            this.missiles = new List <MissileData>();
            this.metadata = metadata;
        }
コード例 #2
0
        //----------------------------------------------------------------------------------

        /// <summary>
        /// 20180515 SangBin :
        /// ???????? SungJun : Notify to WeaponSlots
        /// </summary>
        private void Awake()
        {
            //if (instance == null)
            //{
            //    instance = this;
            //    DontDestroyOnLoad(gameObject);
            //    weaponTypeDic.Add(1, WeaponTypeEnum.weaponType01);
            //    currentWeaponType = weaponTypeDic[1];
            //}
            //else
            //{
            //    DestroyImmediate(this);
            //}
            instance = this;
            //weaponDic.Add(0, WeaponTypeEnum.weaponType01);
            //currentWeaponType = weaponDic[0];
            //GetWeapons();
            holeSparkPS = transform.GetChild(1).gameObject.GetComponent <ParticleSystem>();

            //test
            currentWeaponType = WeaponTypeEnum.weaponType01;


            weaponSubject = ItemWindow.Instance.WeaponSubject;
            //weaponSubject.NotifyNewItem(WeaponTypeEnum.weaponType01);

            GetAmmu();
            StartCoroutine(SaveAmmuPerPeriod());
        }
コード例 #3
0
ファイル: WeaponProvider.cs プロジェクト: HeavyBaby/SARU_GAME
 /// <summary>
 /// 武器を取得する。
 /// </summary>
 /// <param name="weaponType">武器の種類</param>
 /// <returns>武器のGameObject</returns>
 public GameObject GetWeapons(WeaponTypeEnum weaponType)
 {
     if (!_weaponList.ContainsKey(weaponType))
     {
         return(null);
     }
     return(_weaponList[weaponType]);
 }
コード例 #4
0
 /// <summary>
 /// 20180515 SangBin :
 /// </summary>
 public void SwitchWeapon(WeaponCtrl.WeaponTypeEnum selectedWeapon)
 {
     StopFlame();
     currentWeaponType = selectedWeapon;
     StartCoroutine(MakeSwitchingEffect());
     weaponSubject.Notify();
     Display_Ammu();
 }
コード例 #5
0
ファイル: Weapon.cs プロジェクト: jdschrack/MarrowVale
 public Weapon(string Name, string Description, int BaseWorth, WeaponTypeEnum Type, int Damage, int Range)
 {
     this.BaseWorth   = BaseWorth;
     this.Damage      = Damage;
     this.Range       = Range;
     this.Type        = Type;
     this.Name        = Name;
     this.Description = Description;
 }
コード例 #6
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 public ShootingPlanner(World world, WeaponTypeEnum weaponType)
 {
     this.world        = world;
     comradeCount      = world.startPositions.Length;
     enemyCount        = world.enemyPositions.Length;
     enemyStartIndex   = world.graphVertices.Count - enemyCount;
     comradeStartIndex = enemyStartIndex - comradeCount;
     this.weaponType   = weaponType;
 }
コード例 #7
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 public Weapon(WeaponTypeEnum weapon, WeaponTypeSpriteEnum sprite, DataOvlReference.EQUIPMENT equipment, DataOvlReference dataOvlRef, List <byte> gameStateByteArray)
     : base(equipment, dataOvlRef, gameStateByteArray, (int)weapon, (int)sprite)
 {
     IsAmmo      = equipment == DataOvlReference.EQUIPMENT.Quarrels || equipment == DataOvlReference.EQUIPMENT.Arrows;
     IsTwoHanded = equipment == DataOvlReference.EQUIPMENT.TwoHAxe || equipment == DataOvlReference.EQUIPMENT.TwoHSword ||
                   equipment == DataOvlReference.EQUIPMENT.TwoHHammer || equipment == DataOvlReference.EQUIPMENT.Bow || equipment == DataOvlReference.EQUIPMENT.MagicBow ||
                   equipment == DataOvlReference.EQUIPMENT.Crossbow || equipment == DataOvlReference.EQUIPMENT.Halberd || equipment == DataOvlReference.EQUIPMENT.FlamingOil;
     IsShield = equipment == DataOvlReference.EQUIPMENT.SmallShield || equipment == DataOvlReference.EQUIPMENT.LargeShield ||
                equipment == DataOvlReference.EQUIPMENT.SpikedShield || equipment == DataOvlReference.EQUIPMENT.MagicShield ||
                equipment == DataOvlReference.EQUIPMENT.JewelShield;
 }
コード例 #8
0
ファイル: Weapons.cs プロジェクト: mikolajt/simple-fps
 public Gun GetWeapon(WeaponTypeEnum type)
 {
     if (type == WeaponTypeEnum.Handgun)
     {
         return(_handgun);
     }
     else if (type == WeaponTypeEnum.AssaultRifle)
     {
         return(_assaultRifle);
     }
     else if (type == WeaponTypeEnum.Grenade)
     {
         return(_grenadeThrower);
     }
     else
     {
         return(null);
     }
 }
コード例 #9
0
        /// <summary>
        /// 20180515 SangBin :
        /// 20180517 SeongJun : Item Add Routin
        /// </summary>
        private void GetWeapons()
        {
            WeaponTypeEnum newType = currentWeaponType;

            if (PlayerPrefs.HasKey("weaponType02"))
            {
                weaponDic.Add(1, newType = WeaponTypeEnum.weaponType02);
            }
            if (PlayerPrefs.HasKey("weaponType03"))
            {
                weaponDic.Add(2, newType = WeaponTypeEnum.weaponType03);
            }
            if (PlayerPrefs.HasKey("weaponType04"))
            {
                weaponDic.Add(3, newType = WeaponTypeEnum.weaponType04);
            }

            currentWeaponType = newType;
        }
コード例 #10
0
    public void SwitchPlayerWeapon(GameObject player, WeaponTypeEnum weapon, bool attack)
    {
        var playerAtttack = player.GetComponent <PlayerAttack>();

        if (!(playerAtttack._weapon is Sword) && !attack)
        {
            _isSpawned[playerAtttack._weapon.Id] = false;
        }

        switch (weapon)
        {
        case WeaponTypeEnum.Sword:
            playerAtttack._weapon = new Sword();
            player.GetComponent <Animator>().runtimeAnimatorController =
                Resources.Load <RuntimeAnimatorController>("Animation/Player/Player");
            player.GetComponent <SpriteRenderer>().sprite =
                Resources.Load <Sprite>("Player/Sword/idle");
            break;

        case WeaponTypeEnum.LongSword:
            playerAtttack._weapon = new LongSword();
            player.GetComponent <Animator>().runtimeAnimatorController =
                Resources.Load <AnimatorOverrideController>("Animation/Player/LongSword");
            player.GetComponent <SpriteRenderer>().sprite =
                Resources.Load <Sprite>("Player/LongSword/idle");
            break;

        case WeaponTypeEnum.Hammer:
            playerAtttack._weapon = new Hammer();
            player.GetComponent <Animator>().runtimeAnimatorController =
                Resources.Load <AnimatorOverrideController>("Animation/Player/Hammer");
            player.GetComponent <SpriteRenderer>().sprite =
                Resources.Load <Sprite>("Player/Hammer/idle");
            break;

        default:
            throw new ArgumentOutOfRangeException(nameof(weapon), weapon, null);
        }
    }
コード例 #11
0
    public GameObject SpawnWeapon(Vector2 position, WeaponTypeEnum weaponId)
    {
        GameObject obj = null;

        switch (weaponId)
        {
        case WeaponTypeEnum.LongSword:
            obj = Instantiate(longswordPrefab);
            obj.transform.position = position;
            break;

        case WeaponTypeEnum.Hammer:
            obj = Instantiate(hammerPrefab);
            obj.transform.position = position;
            break;

        default:
            break;
        }

        return(obj);
    }
コード例 #12
0
 public override System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer> ReadFields(System.IO.BinaryReader binaryReader)
 {
     System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer> pointerQueue = new System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer>(base.ReadFields(binaryReader));
     this.WeaponWeaponFlags           = ((WeaponFlags)(binaryReader.ReadInt32()));
     this.FieldOldStringId            = binaryReader.ReadStringID();
     this.SecondaryTriggerMode        = ((SecondaryTriggerModeEnum)(binaryReader.ReadInt16()));
     this.MaximumAlternateShotsLoaded = binaryReader.ReadInt16();
     this.TurnOnTime                  = binaryReader.ReadSingle();
     this.ReadyTime                   = binaryReader.ReadSingle();
     this.ReadyEffect                 = binaryReader.ReadTagReference();
     this.ReadyDamageEffect           = binaryReader.ReadTagReference();
     this.HeatRecoveryThreshold       = binaryReader.ReadSingle();
     this.OverheatedThreshold         = binaryReader.ReadSingle();
     this.HeatDetonationThreshold     = binaryReader.ReadSingle();
     this.HeatDetonationFraction      = binaryReader.ReadSingle();
     this.HeatLossPerSecond           = binaryReader.ReadSingle();
     this.HeatIllumination            = binaryReader.ReadSingle();
     this.OverheatedHeatLossPerSecond = binaryReader.ReadSingle();
     this.Overheated                  = binaryReader.ReadTagReference();
     this.OverheatedDamageEffect      = binaryReader.ReadTagReference();
     this.Detonation                  = binaryReader.ReadTagReference();
     this.DetonationDamageEffect0     = binaryReader.ReadTagReference();
     this.PlayerMeleeDamage           = binaryReader.ReadTagReference();
     this.PlayerMeleeResponse         = binaryReader.ReadTagReference();
     pointerQueue = new System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer>(pointerQueue.Concat(this.MeleeAimAssist.ReadFields(binaryReader)));
     pointerQueue = new System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer>(pointerQueue.Concat(this.MeleeDamageParameters.ReadFields(binaryReader)));
     this.MeleeDamageReportingType = ((MeleeDamageReportingTypeEnum)(binaryReader.ReadByte()));
     this.fieldpad3               = binaryReader.ReadBytes(1);
     this.MagnificationLevels     = binaryReader.ReadInt16();
     this.MagnificationRange      = binaryReader.ReadRange();
     pointerQueue                 = new System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer>(pointerQueue.Concat(this.WeaponAimAssist.ReadFields(binaryReader)));
     this.MovementPenalized       = ((MovementPenalizedEnum)(binaryReader.ReadInt16()));
     this.fieldpad4               = binaryReader.ReadBytes(2);
     this.ForwardMovementPenalty  = binaryReader.ReadSingle();
     this.SidewaysMovementPenalty = binaryReader.ReadSingle();
     this.AIScariness             = binaryReader.ReadSingle();
     this.WeaponPoweronTime       = binaryReader.ReadSingle();
     this.WeaponPoweroffTime      = binaryReader.ReadSingle();
     this.WeaponPoweronEffect     = binaryReader.ReadTagReference();
     this.WeaponPoweroffEffect    = binaryReader.ReadTagReference();
     this.AgeHeatRecoveryPenalty  = binaryReader.ReadSingle();
     this.AgeRateOfFirePenalty    = binaryReader.ReadSingle();
     this.AgeMisfireStart         = binaryReader.ReadSingle();
     this.AgeMisfireChance        = binaryReader.ReadSingle();
     this.PickupSound             = binaryReader.ReadTagReference();
     this.ZoominSound             = binaryReader.ReadTagReference();
     this.ZoomoutSound            = binaryReader.ReadTagReference();
     this.ActiveCamoDing          = binaryReader.ReadSingle();
     this.ActiveCamoRegrowthRate  = binaryReader.ReadSingle();
     this.HandleNode              = binaryReader.ReadStringID();
     this.WeaponClass             = binaryReader.ReadStringID();
     this.WeaponName              = binaryReader.ReadStringID();
     this.MultiplayerWeaponType   = ((MultiplayerWeaponTypeEnum)(binaryReader.ReadInt16()));
     this.WeaponType              = ((WeaponTypeEnum)(binaryReader.ReadInt16()));
     pointerQueue                 = new System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer>(pointerQueue.Concat(this.Tracking.ReadFields(binaryReader)));
     pointerQueue                 = new System.Collections.Generic.Queue <Moonfish.Tags.BlamPointer>(pointerQueue.Concat(this.PlayerInterface.ReadFields(binaryReader)));
     pointerQueue.Enqueue(binaryReader.ReadBlamPointer(8));
     pointerQueue.Enqueue(binaryReader.ReadBlamPointer(92));
     pointerQueue.Enqueue(binaryReader.ReadBlamPointer(64));
     pointerQueue.Enqueue(binaryReader.ReadBlamPointer(236));
     this.fieldpad5 = binaryReader.ReadBytes(8);
     this.MaxMovementAcceleration = binaryReader.ReadSingle();
     this.MaxMovementVelocity     = binaryReader.ReadSingle();
     this.MaxTurningAcceleration  = binaryReader.ReadSingle();
     this.MaxTurningVelocity      = binaryReader.ReadSingle();
     this.DeployedVehicle         = binaryReader.ReadTagReference();
     this.AgeEffect  = binaryReader.ReadTagReference();
     this.AgedWeapon = binaryReader.ReadTagReference();
     this.FirstPersonWeaponOffset = binaryReader.ReadVector3();
     this.FirstPersonScopeSize    = binaryReader.ReadVector2();
     return(pointerQueue);
 }
コード例 #13
0
 public WeaponItemType(WeaponTypeEnum weaponType)
 {
     _weaponType = weaponType;
 }
コード例 #14
0
ファイル: Ammo.cs プロジェクト: mikolajt/simple-fps
 public void SetType(WeaponTypeEnum type)
 {
     _type = type;
 }