/// <summary> /// Retourne une vue vers le héros contrôlé par ce contrôleur. /// </summary> public EntityBaseView GetMyHero() { System.IO.MemoryStream s = new System.IO.MemoryStream(); System.IO.StreamWriter output = new System.IO.StreamWriter(s, BOMLESS_UTF8); output.NewLine = "\n"; output.WriteLine(((int)21).ToString()); output.Close(); TCPHelper.Send(s.ToArray()); byte[] response = TCPHelper.Receive(); s = new System.IO.MemoryStream(response); System.IO.StreamReader input = new System.IO.StreamReader(s, BOMLESS_UTF8); EntityBaseView returnValue = EntityBaseView.Deserialize(input); return((EntityBaseView)returnValue); }
/// <summary> /// Retourne la liste des entités en vue /// </summary> public List <EntityBaseView> GetEntitiesInSight() { System.IO.MemoryStream s = new System.IO.MemoryStream(); System.IO.StreamWriter output = new System.IO.StreamWriter(s, BOMLESS_UTF8); output.NewLine = "\n"; output.WriteLine(((int)28).ToString()); output.Close(); TCPHelper.Send(s.ToArray()); byte[] response = TCPHelper.Receive(); s = new System.IO.MemoryStream(response); System.IO.StreamReader input = new System.IO.StreamReader(s, BOMLESS_UTF8); List <EntityBaseView> returnValue = new List <EntityBaseView>(); int returnValue_count = Int32.Parse(input.ReadLine()); for (int returnValue_i = 0; returnValue_i < returnValue_count; returnValue_i++) { EntityBaseView returnValue_e = EntityBaseView.Deserialize(input); returnValue.Add((EntityBaseView)returnValue_e); } return((List <EntityBaseView>)returnValue); }
public static GameStaticDataView Deserialize(System.IO.StreamReader input) { GameStaticDataView _obj = new GameStaticDataView(); // CampsPositions List <Vector2> _obj_CampsPositions = new List <Vector2>(); int _obj_CampsPositions_count = Int32.Parse(input.ReadLine()); for (int _obj_CampsPositions_i = 0; _obj_CampsPositions_i < _obj_CampsPositions_count; _obj_CampsPositions_i++) { Vector2 _obj_CampsPositions_e = Vector2.Deserialize(input); _obj_CampsPositions.Add((Vector2)_obj_CampsPositions_e); } _obj.CampsPositions = (List <Vector2>)_obj_CampsPositions; // RouterPositions List <Vector2> _obj_RouterPositions = new List <Vector2>(); int _obj_RouterPositions_count = Int32.Parse(input.ReadLine()); for (int _obj_RouterPositions_i = 0; _obj_RouterPositions_i < _obj_RouterPositions_count; _obj_RouterPositions_i++) { Vector2 _obj_RouterPositions_e = Vector2.Deserialize(input); _obj_RouterPositions.Add((Vector2)_obj_RouterPositions_e); } _obj.RouterPositions = (List <Vector2>)_obj_RouterPositions; // VirusCheckpoints List <EntityBaseView> _obj_VirusCheckpoints = new List <EntityBaseView>(); int _obj_VirusCheckpoints_count = Int32.Parse(input.ReadLine()); for (int _obj_VirusCheckpoints_i = 0; _obj_VirusCheckpoints_i < _obj_VirusCheckpoints_count; _obj_VirusCheckpoints_i++) { EntityBaseView _obj_VirusCheckpoints_e = EntityBaseView.Deserialize(input); _obj_VirusCheckpoints.Add((EntityBaseView)_obj_VirusCheckpoints_e); } _obj.VirusCheckpoints = (List <EntityBaseView>)_obj_VirusCheckpoints; // Weapons List <WeaponModelView> _obj_Weapons = new List <WeaponModelView>(); int _obj_Weapons_count = Int32.Parse(input.ReadLine()); for (int _obj_Weapons_i = 0; _obj_Weapons_i < _obj_Weapons_count; _obj_Weapons_i++) { WeaponModelView _obj_Weapons_e = WeaponModelView.Deserialize(input); _obj_Weapons.Add((WeaponModelView)_obj_Weapons_e); } _obj.Weapons = (List <WeaponModelView>)_obj_Weapons; // Armors List <PassiveEquipmentModelView> _obj_Armors = new List <PassiveEquipmentModelView>(); int _obj_Armors_count = Int32.Parse(input.ReadLine()); for (int _obj_Armors_i = 0; _obj_Armors_i < _obj_Armors_count; _obj_Armors_i++) { PassiveEquipmentModelView _obj_Armors_e = PassiveEquipmentModelView.Deserialize(input); _obj_Armors.Add((PassiveEquipmentModelView)_obj_Armors_e); } _obj.Armors = (List <PassiveEquipmentModelView>)_obj_Armors; // Boots List <PassiveEquipmentModelView> _obj_Boots = new List <PassiveEquipmentModelView>(); int _obj_Boots_count = Int32.Parse(input.ReadLine()); for (int _obj_Boots_i = 0; _obj_Boots_i < _obj_Boots_count; _obj_Boots_i++) { PassiveEquipmentModelView _obj_Boots_e = PassiveEquipmentModelView.Deserialize(input); _obj_Boots.Add((PassiveEquipmentModelView)_obj_Boots_e); } _obj.Boots = (List <PassiveEquipmentModelView>)_obj_Boots; // Enchants List <WeaponEnchantModelView> _obj_Enchants = new List <WeaponEnchantModelView>(); int _obj_Enchants_count = Int32.Parse(input.ReadLine()); for (int _obj_Enchants_i = 0; _obj_Enchants_i < _obj_Enchants_count; _obj_Enchants_i++) { WeaponEnchantModelView _obj_Enchants_e = WeaponEnchantModelView.Deserialize(input); _obj_Enchants.Add((WeaponEnchantModelView)_obj_Enchants_e); } _obj.Enchants = (List <WeaponEnchantModelView>)_obj_Enchants; // Spells List <SpellModelView> _obj_Spells = new List <SpellModelView>(); int _obj_Spells_count = Int32.Parse(input.ReadLine()); for (int _obj_Spells_i = 0; _obj_Spells_i < _obj_Spells_count; _obj_Spells_i++) { SpellModelView _obj_Spells_e = SpellModelView.Deserialize(input); _obj_Spells.Add((SpellModelView)_obj_Spells_e); } _obj.Spells = (List <SpellModelView>)_obj_Spells; // Structures List <EntityBaseView> _obj_Structures = new List <EntityBaseView>(); int _obj_Structures_count = Int32.Parse(input.ReadLine()); for (int _obj_Structures_i = 0; _obj_Structures_i < _obj_Structures_count; _obj_Structures_i++) { EntityBaseView _obj_Structures_e = EntityBaseView.Deserialize(input); _obj_Structures.Add((EntityBaseView)_obj_Structures_e); } _obj.Structures = (List <EntityBaseView>)_obj_Structures; // Map MapView _obj_Map = MapView.Deserialize(input); _obj.Map = (MapView)_obj_Map; return(_obj); }
public static EntityBaseView Deserialize(System.IO.StreamReader input) { EntityBaseView _obj = new EntityBaseView(); // GetMagicResist float _obj_GetMagicResist = Single.Parse(input.ReadLine()); _obj.GetMagicResist = (float)_obj_GetMagicResist; // GetAbilityPower float _obj_GetAbilityPower = Single.Parse(input.ReadLine()); _obj.GetAbilityPower = (float)_obj_GetAbilityPower; // GetCooldownReduction float _obj_GetCooldownReduction = Single.Parse(input.ReadLine()); _obj.GetCooldownReduction = (float)_obj_GetCooldownReduction; // GetMoveSpeed float _obj_GetMoveSpeed = Single.Parse(input.ReadLine()); _obj.GetMoveSpeed = (float)_obj_GetMoveSpeed; // GetAttackSpeed float _obj_GetAttackSpeed = Single.Parse(input.ReadLine()); _obj.GetAttackSpeed = (float)_obj_GetAttackSpeed; // GetHPRegen float _obj_GetHPRegen = Single.Parse(input.ReadLine()); _obj.GetHPRegen = (float)_obj_GetHPRegen; // GetAttackDamage float _obj_GetAttackDamage = Single.Parse(input.ReadLine()); _obj.GetAttackDamage = (float)_obj_GetAttackDamage; // GetArmor float _obj_GetArmor = Single.Parse(input.ReadLine()); _obj.GetArmor = (float)_obj_GetArmor; // GetHP float _obj_GetHP = Single.Parse(input.ReadLine()); _obj.GetHP = (float)_obj_GetHP; // GetMaxHP float _obj_GetMaxHP = Single.Parse(input.ReadLine()); _obj.GetMaxHP = (float)_obj_GetMaxHP; // UniquePassiveLevel int _obj_UniquePassiveLevel = Int32.Parse(input.ReadLine()); _obj.UniquePassiveLevel = (int)_obj_UniquePassiveLevel; // UniquePassive EntityUniquePassives _obj_UniquePassive = (EntityUniquePassives)Int32.Parse(input.ReadLine()); _obj.UniquePassive = (EntityUniquePassives)_obj_UniquePassive; // Role EntityHeroRole _obj_Role = (EntityHeroRole)Int32.Parse(input.ReadLine()); _obj.Role = (EntityHeroRole)_obj_Role; // BaseArmor float _obj_BaseArmor = Single.Parse(input.ReadLine()); _obj.BaseArmor = (float)_obj_BaseArmor; // Direction Vector2 _obj_Direction = Vector2.Deserialize(input); _obj.Direction = (Vector2)_obj_Direction; // Position Vector2 _obj_Position = Vector2.Deserialize(input); _obj.Position = (Vector2)_obj_Position; // ShieldPoints float _obj_ShieldPoints = Single.Parse(input.ReadLine()); _obj.ShieldPoints = (float)_obj_ShieldPoints; // HP float _obj_HP = Single.Parse(input.ReadLine()); _obj.HP = (float)_obj_HP; // BaseHPRegen float _obj_BaseHPRegen = Single.Parse(input.ReadLine()); _obj.BaseHPRegen = (float)_obj_BaseHPRegen; // BaseMaxHP float _obj_BaseMaxHP = Single.Parse(input.ReadLine()); _obj.BaseMaxHP = (float)_obj_BaseMaxHP; // BaseMoveSpeed float _obj_BaseMoveSpeed = Single.Parse(input.ReadLine()); _obj.BaseMoveSpeed = (float)_obj_BaseMoveSpeed; // IsDead bool _obj_IsDead = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsDead = (bool)_obj_IsDead; // Type EntityTypeRelative _obj_Type = (EntityTypeRelative)Int32.Parse(input.ReadLine()); _obj.Type = (EntityTypeRelative)_obj_Type; // ID int _obj_ID = Int32.Parse(input.ReadLine()); _obj.ID = (int)_obj_ID; // BaseAttackDamage float _obj_BaseAttackDamage = Single.Parse(input.ReadLine()); _obj.BaseAttackDamage = (float)_obj_BaseAttackDamage; // BaseCooldownReduction float _obj_BaseCooldownReduction = Single.Parse(input.ReadLine()); _obj.BaseCooldownReduction = (float)_obj_BaseCooldownReduction; // BaseAttackSpeed float _obj_BaseAttackSpeed = Single.Parse(input.ReadLine()); _obj.BaseAttackSpeed = (float)_obj_BaseAttackSpeed; // BaseAbilityPower float _obj_BaseAbilityPower = Single.Parse(input.ReadLine()); _obj.BaseAbilityPower = (float)_obj_BaseAbilityPower; // BaseMagicResist float _obj_BaseMagicResist = Single.Parse(input.ReadLine()); _obj.BaseMagicResist = (float)_obj_BaseMagicResist; // IsRooted bool _obj_IsRooted = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsRooted = (bool)_obj_IsRooted; // IsSilenced bool _obj_IsSilenced = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsSilenced = (bool)_obj_IsSilenced; // IsStuned bool _obj_IsStuned = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsStuned = (bool)_obj_IsStuned; // IsDamageImmune bool _obj_IsDamageImmune = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsDamageImmune = (bool)_obj_IsDamageImmune; // IsControlImmune bool _obj_IsControlImmune = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsControlImmune = (bool)_obj_IsControlImmune; // IsBlind bool _obj_IsBlind = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsBlind = (bool)_obj_IsBlind; // IsStealthed bool _obj_IsStealthed = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.IsStealthed = (bool)_obj_IsStealthed; // HasTrueVision bool _obj_HasTrueVision = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.HasTrueVision = (bool)_obj_HasTrueVision; // HasWardVision bool _obj_HasWardVision = Int32.Parse(input.ReadLine()) == 0 ? false : true; _obj.HasWardVision = (bool)_obj_HasWardVision; // VisionRange float _obj_VisionRange = Single.Parse(input.ReadLine()); _obj.VisionRange = (float)_obj_VisionRange; return(_obj); }