private void PCComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>()?.SubTag != SubTag.PC) { return; } e.Data.AddComponent <ApplySkillFlawEffect>(); e.Data.AddComponent <PCActiveAltar>(); e.Data.AddComponent <PCAttackTarget>(); e.Data.AddComponent <PCBuffSelf>(); e.Data.AddComponent <PCBumpAttack>(); e.Data.AddComponent <PCCheckTerrain>(); e.Data.AddComponent <PCCurseTarget>(); e.Data.AddComponent <PCMove>(); e.Data.AddComponent <PCSkillManager>(); e.Data.AddComponent <PCStartEndTurn>(); e.Data.AddComponent <PCTeleportSelf>(); e.Data.AddComponent <PCUseSKill>(); e.Data.AddComponent <SkillCooldown>(); e.Data.AddComponent <SkillDamage>(); e.Data.AddComponent <SkillEffect>(); e.Data.AddComponent <SkillMetaInfo>(); e.Data.AddComponent <SkillRange>(); e.Data.AddComponent <SkillSlot>(); }
private void ActorComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>().MainTag == MainTag.Actor) { e.Data.AddComponent <HP>(); } }
private void NPCComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>()?.SubTag != SubTag.Dummy) { return; } e.Data.AddComponent <DummyAI>(); }
private void ExamineMarkerComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>().SubTag != SubTag.ExamineMarker) { return; } e.Data.AddComponent <ExamineMarkerPosition>(); e.Data.AddComponent <MarkerCheckTerrain>(); e.Data.AddComponent <PCMove>(); }
private void DungeonObjectComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>().MainTag == MainTag.INVALID) { return; } e.Data.AddComponent <LocalManager>(); e.Data.AddComponent <SubscribePathFinding>(); e.Data.AddComponent <SubscribeSearch>(); }
private void AimMarkerComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>().SubTag != SubTag.AimMarker) { return; } e.Data.AddComponent <AimMarkerInputManager>().enabled = false; e.Data.AddComponent <AimMarkerInputSwitcher>(); e.Data.AddComponent <AimMarkerPosition>(); e.Data.AddComponent <MarkerCheckTerrain>(); e.Data.AddComponent <PCMove>(); }
private void NPCComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if ((e.Data.GetComponent <MetaInfo>().MainTag != MainTag.Actor) || (e.Data.GetComponent <MetaInfo>().SubTag == SubTag.PC)) { return; } e.Data.AddComponent <NPCAI>(); e.Data.AddComponent <NPCAttack>(); e.Data.AddComponent <NPCBonusAction>(); e.Data.AddComponent <NPCFindPath>(); e.Data.AddComponent <NPCMove>(); }
private void PCComponent_AddingComponent(object sender, AddingComponentEventArgs e) { if (e.Data.GetComponent <MetaInfo>()?.SubTag != SubTag.PC) { return; } e.Data.AddComponent <PCCheckTerrain>(); e.Data.AddComponent <PCInputManager>().enabled = false; e.Data.AddComponent <PCInputSwitcher>(); e.Data.AddComponent <PCMove>(); e.Data.AddComponent <PCSkillManager>(); e.Data.AddComponent <PCStartEndTurn>(); e.Data.AddComponent <PCUseSKill>(); e.Data.AddComponent <SkillMetaInfo>(); e.Data.AddComponent <SkillRange>(); }
protected virtual void OnAddingComponent(AddingComponentEventArgs e) { AddingComponent?.Invoke(this, e); }