コード例 #1
0
ファイル: Buff.cs プロジェクト: LynnPi/OF
    public Buff(proto.BuffReference buffRef, ShipEntity shipEntity)
    {
        BeginTick  = FightTicker.Ticker;
        ShipEntity = shipEntity;
        Prop       = buffRef;
//            if( ShipEntity != null ){
//                 NowArmouredShield = ShipEntity.Ship.Reference.durability * (1 + ShipEntity.Ship.Reference.durability_growthrate * (ShipEntity.Ship.Level - 1));
//                 NowEnergyShield = ShipEntity.Ship.Reference.energy * (1 + ShipEntity.Ship.Reference.energy_growthrate * (ShipEntity.Ship.Level - 1));
//            }
    }
コード例 #2
0
ファイル: BuffManager.cs プロジェクト: LynnPi/OF
    /// <summary>
    /// 将BuffId化为Buff的状态类型
    /// </summary>
    private int GetBuffStatusById(int buffId)
    {
        proto.BuffReference buffRef = GlobalConfig.GetBuffReference(buffId);
        switch (buffRef.bufftype)
        {
        case Def.BuffType.ArmouredShield:
            return(BuffStatus.ArmouredShield);

        case Def.BuffType.EnergyShield:
            return(BuffStatus.EnergyShield);

        default: return(BuffStatus.None);
        }
    }
コード例 #3
0
ファイル: GlobalConfig.cs プロジェクト: LynnPi/OF
    public static void AnalyzeBin(byte[] bytes)
    {
        var tempManager = new proto.ReferenceManager();

        tempManager.Parse(bytes, 0, bytes.Length);

        for (int i = 0; i < tempManager.units_res_size(); i++)
        {
            proto.UnitReference unit = tempManager.units_res(i);
            UnitReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.defensive_units_res_size(); i++)
        {
            proto.DefensiveUnitsReference unit = tempManager.defensive_units_res(i);
            DefensiveUnitsReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.buff_res_size(); i++)
        {
            proto.BuffReference unit = tempManager.buff_res(i);
            BuffReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.parts_replace_team_res_size(); i++)
        {
            proto.PartsReplaceTeamReference unit = tempManager.parts_replace_team_res(i);
            PartsReplaceTeamReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.shuttle_res_size(); i++)
        {
            proto.ShuttleReference unit = tempManager.shuttle_res(i);
            ShuttleReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.shuttle_team_res_size(); i++)
        {
            proto.ShuttleTeamReference unit = tempManager.shuttle_team_res(i);
            ShuttleTeamReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.skill_res_size(); i++)
        {
            proto.SkillReference unit = tempManager.skill_res(i);
            SkillReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.parts_res_size(); i++)
        {
            proto.PartReference unit = tempManager.parts_res(i);
            PartReferenceList.Add(unit.id, unit);
        }

        for (int i = 0; i < tempManager.battlefield_res_size(); i++)
        {
            proto.BattlefieldReference battle = tempManager.battlefield_res(i);
            BattlefieldReferenceList.Add(battle.id, battle);
        }

        List <proto.LevelDeployUnitReference> levelDelpoyUnitList = null;

        for (int i = 0; i < tempManager.leveldeployunit_res_size(); i++)
        {
            proto.LevelDeployUnitReference levelDeployUnit = tempManager.leveldeployunit_res(i);

            if (LevelDeployReferenceDic.ContainsKey(levelDeployUnit.battlefield_id))
            {
                levelDelpoyUnitList = LevelDeployReferenceDic[levelDeployUnit.battlefield_id];
            }
            else
            {
                levelDelpoyUnitList = new List <proto.LevelDeployUnitReference>();
                LevelDeployReferenceDic.Add(levelDeployUnit.battlefield_id, levelDelpoyUnitList);
            }

            levelDelpoyUnitList.Add(levelDeployUnit);
        }
    }