コード例 #1
0
        public void ui_ingame_createInterface()
        {
            PlayerData_Self Self = e.getWorld().Player_Self;

            //Do things like setting character stats screen, actionbar skills, etc based on info sent from server for character
            ActionbarButtons[0].setSkill(Skills.SkillList[0]);

            if (Self.ActiveQuests != null)
            {
                foreach (QuestData q in Self.ActiveQuests)
                {
                    QuestTracker.AddQuest(q);
                }
            }


            QuestPopup.setPlayerRef(Self);
            ui_ingame_updatePlayerFrame();
        }
コード例 #2
0
        public void combat_attemptCastSkill(BaseSkill s)
        {
            bool validTargetEnemy    = false;
            bool validTargetFriendly = false;
            bool validTargetSelf     = false;

            if (State == COMBAT_STATE.STATE_DEAD)
            {
                e.getUI().ui_ingame_DisplayError("You are dead.");
                return;
            }
            else if (onGlobalCooldown)
            {
                e.getUI().ui_ingame_DisplayError("You can't cast that yet.");
                return;
            }
            else if (s.onCooldown)
            {
                e.getUI().ui_ingame_DisplayError("That skill isn't ready yet.");
                return;
            }
            else if (CombatTarget != null)
            {
                // if(CombatTarget.isNPC)
                // {
                if (CombatTarget.Faction == AI_Faction.Hostile)
                {
                    if (s.allowedTargets.Contains(Skill_Targets.Enemy))
                    {
                        validTargetEnemy = true;
                    }
                    else if (s.allowedTargets.Contains(Skill_Targets.Self))
                    {
                        validTargetSelf = true;
                    }
                    else
                    {
                        e.getUI().ui_ingame_DisplayError("Invalid target.");
                        return;
                    }
                    //Enemy target and non-friendly spell
                }
                else if (CombatTarget.Faction == AI_Faction.Friendly || CombatTarget.Faction == AI_Faction.Neutral)
                {
                    if (s.allowedTargets.Contains(Skill_Targets.Enemy))
                    {
                        e.getUI().ui_ingame_DisplayError("You can't attack that target.");
                        return;
                    }
                    else if (s.allowedTargets.Contains(Skill_Targets.Friendly))
                    {
                        validTargetFriendly = true;
                    }
                    else if (s.allowedTargets.Contains(Skill_Targets.Self))
                    {
                        validTargetSelf = true;
                    }
                    //Enemy target and non-friendly spell
                }
                // }
                // else
                // {
                //     e.getUI().ui_ingame_DisplayError("Invalid target.");
                //     return;
                // }
            }
            else
            {
                e.getUI().ui_ingame_DisplayError("Invalid target.");
                return;
            }

            if (e.getWorld().Player_Self.Energy < s.energyCost)
            {
                e.getUI().ui_ingame_DisplayError("Not enough mana.");
                return;
            }

            if (validTargetFriendly || validTargetEnemy)
            {
                e.StartCoroutine(combat_globalCooldownStart());
                e.getNetwork().net_sendCastSpell(CombatTarget.uniqueID, s.skillID);
                //e.getWorld().world_castSpellFromPlayer();
            }
            else if (validTargetSelf)
            {
                e.StartCoroutine(combat_globalCooldownStart());
                e.getNetwork().net_sendCastSpell(e.getWorld().Player_Self.PlayerID, s.skillID);
            }
            //combat_castSkill(validTargetEnemy, validTargetFriendly, validTargetSelf);
        }
コード例 #3
0
        private void net_onAskDeleteCharacterResponse(NetworkMessage netMsg)
        {
            S2GC_CharacterDeleteResponse Message = netMsg.ReadMessage <S2GC_CharacterDeleteResponse>();

            if (Message.errorCode == -1)
            {
                net_sendAskCharacterList(e.getWorld().Self_ID);
            }
            else
            {
                Client.Disconnect();
                e.getUI().ui_login_Disconnected("Something went wrong...");
            }
        }