コード例 #1
0
ファイル: Player.cs プロジェクト: edward-dunton/miorga-fight
 public Player()
 {
     this.attack       = null;
     this.parry        = null;
     this.lastVelocity = new Vector2();
     this.lives        = 5;
 }
コード例 #2
0
ファイル: Player.cs プロジェクト: edward-dunton/miorga-fight
 //Called when this players attack is parried
 //attack is this player's attack that was parried
 //by is the enemy's parry that stoppped this attack
 private void Parried_(Attack attack, Parry by)
 {
     attack.Cut(this);
     //Call the enemies parry success
     by.Success(this.nodeEnemy);
     this.Knockback(by.knockback);
 }
コード例 #3
0
ファイル: Player.cs プロジェクト: edward-dunton/miorga-fight
        //Same as Parried_(Attack, Parry)
        //However instead uses the indexes, to allow for less data to be sent by over RPC
        //attackindex is the index of of the attack that was parried in this.actions
        //byindex is the index of of the parry in this.nodeEnemy.actions
        private void Parried_ByIndex_(int attackindex, int byindex)
        {
            Attack attack = this.actions[attackindex] as Attack;
            Parry  by     = this.nodeEnemy.actions[byindex] as Parry;

            this.Parried_(attack, by);
        }
コード例 #4
0
ファイル: Player.cs プロジェクト: edward-dunton/miorga-fight
 //public wrapper function for Parried_(..)
 //Used to ensure that Parried_(..) is only called by the server in multiplayer
 //Passes straight through to Parried_(..) in singleplayer
 public void Parried(Attack attack, Parry by)
 {
     if (Lobby.role != Lobby.MultiplayerRole.OFFLINE)
     {
         if (Lobby.IsHost)           //Only issue calls if host
         {
             RpcMaybeReliable(nameof(this.Parried_ByIndex_), new object[]
                              { this.actions.IndexOf(attack), this.nodeEnemy.actions.IndexOf(by) });
         }
     }
     else
     {
         this.Parried_(attack, by);
     }
 }