public Spawn(string children, int maxChildren = 5, double initialSpawn = 0.5, Cooldown coolDown = new Cooldown()) { this.children = (short)XmlDatas.IdToType[children]; this.maxChildren = maxChildren; this.initialSpawn = (int)(maxChildren * initialSpawn); this.coolDown = coolDown.Normalize(0); }
public Taunt(string[] states, Cooldown cooldown, params string[] text) { this.text = text; this.cooldown = cooldown; this.states = states; checkForStates = true; }
public SpecificHeal(double range, int amount, string group, Cooldown coolDown = new Cooldown()) { this.range = (float)range; this.amount = amount; this.group = group; this.coolDown = coolDown.Normalize(); }
// Use this for initialization void Start() { _bubble = GetComponent<Bubble>(); _cooldown = new Cooldown(); _cooldown.StartTimer(cooldownTime); }
public Reproduce(string children = null, double densityRadius = 10, int densityMax = 5, Cooldown coolDown = new Cooldown()) { this.children = children == null ? null : (short?)XmlDatas.IdToType[children]; this.densityRadius = densityRadius; this.densityMax = densityMax; this.coolDown = coolDown.Normalize(60000); }
public Taunt(double probability, bool broadcast, Cooldown cooldown, params string[] text) { this.text = text; this.probability = (float)probability; this.broadcast = broadcast; this.cooldown = cooldown; }
public static ComposedWeapon composeWeapon(Cooldown cooldown, FirePattern firePattern, Actuation triggerHandler, GameObject shot) { return new canonInstance(cooldown, firePattern, triggerHandler, shot); }
public Reproduce(string children = null, double densityRadius = 10, int densityMax = 5, Cooldown coolDown = new Cooldown()) { this.children = children == null ? null : (ushort?)BehaviorDb.InitGameData.IdToObjectType[children]; this.densityRadius = densityRadius; this.densityMax = densityMax; this.coolDown = coolDown.Normalize(60000); }
public Spawn(string children, int maxChildren = 5, double initialSpawn = 0.5, Cooldown coolDown = new Cooldown()) { this.children = BehaviorDb.InitGameData.IdToObjectType[children]; this.maxChildren = maxChildren; this.initialSpawn = (int) (maxChildren*initialSpawn); this.coolDown = coolDown.Normalize(0); }
void Start() { _cooldown = new Cooldown(); _cooldown.StartTimer(startTime); _secondsLeft = (int)startTime; _enable = true; }
public Ability() { Name = "!!! Unnamed Ability !!!"; Description = ""; Animations = new List<GraphicsEffectDefinition>(); CastingAnimations = new List<GraphicsEffectDefinition>(); ImpactAnimations = new List<GraphicsEffectDefinition>(); Damage = new Damage(); Healing = new Damage(); DamageType = DamageTypes.SingleTarget; TargettingType = TargettingTypes.Hostile; Cooldown = new Cooldown(0f); Range = new Range(20f); Area = 1f; ThreatModifier = 1f; AurasApplied = new List<Aura>(); Duration = 1; CanMiss = true; CanBeDodged = true; CanCrit = true; CanBeBlocked = true; }
public void IgnoreCollision(Collider2D other) { Physics2D.IgnoreCollision(gameObject.GetComponent<Collider2D>(), other); Cooldown cooldown = new Cooldown(); cooldown.StartTimer(cooldownTimeIgnore); _cooldownIgnore.Add(new Eppy.Tuple<Cooldown, Collider2D>(cooldown, other)); }
public InvisiToss(string child, double range = 5, double? angle = null, Cooldown coolDown = new Cooldown(), int coolDownOffset = 0) { this.child = BehaviorDb.InitGameData.IdToObjectType[child]; this.range = range; this.angle = angle*Math.PI/180; this.coolDown = coolDown.Normalize(); this.coolDownOffset = coolDownOffset; }
public Follow(double speed, double acquireRange = 10, double range = 6, int duration = 0, Cooldown coolDown = new Cooldown()) { this.speed = (float) speed; this.acquireRange = (float) acquireRange; this.range = (float) range; this.duration = duration; this.coolDown = coolDown.Normalize(duration == 0 ? 0 : 1000); }
public SpawnGroup(string group, int maxChildren = 5, double initialSpawn = 0.5, Cooldown coolDown = new Cooldown()) { this.children = XmlDatas.ObjectDescs.Values .Where(x => x.Group == group) .Select(x => x.ObjectType).ToArray(); this.maxChildren = maxChildren; this.initialSpawn = (int)(maxChildren * initialSpawn); this.coolDown = coolDown.Normalize(0); }
public Grenade(double radius, int damage, double range = 5, double? fixedAngle = null, Cooldown coolDown = new Cooldown()) { this.radius = (float) radius; this.damage = damage; this.range = range; this.fixedAngle = fixedAngle*Math.PI/180; this.coolDown = coolDown.Normalize(); }
public TossObject(string child, double range = 5, double? angle = null, Cooldown coolDown = new Cooldown(), int coolDownOffset = 0) { this.child = XmlDatas.IdToType[child]; this.range = range; this.angle = angle * Math.PI / 180; this.coolDown = coolDown.Normalize(); this.coolDownOffset = coolDownOffset; }
public void WhenAddingCooldownToRegistry_ThenRegistryCountIncreasesByOne() { var cooldownToAdd = new Cooldown("arbitraryId", DateTime.MinValue); var preCount = _registry.Count; _registry.Add(cooldownToAdd); var postCount = _registry.Count; Assert.AreEqual(preCount + 1, postCount); }
public CubeEntity(CubeEntity original) { GO = original.GO; id = original.id; position = new Vector3(original.position.x, original.position.y, original.position.z); rotation = new Quaternion(original.rotation.x, original.rotation.y, original.rotation.z, original.rotation.w); port = original.port; points = original.points; shootingCooldown = original.shootingCooldown; uiManager = original.uiManager; }
public DamageOverTime(GameObject obj) : base() { healthComponent = obj.GetComponent <Health>(); if (healthComponent == null) { isMissingComponents = true; return; } nextTick = new Cooldown(0); this.tickRate = 0f; }
public bool endCooldown(string name) { Cooldown cd = findCooldown(name); if (cd != null) { cd.duration = 0f; return(true); } return(false); }
/// <summary> /// Creating and invoking a start for the cooldown /// </summary> /// <param name="cooldown">Cooldown</param> /// <exception cref="ArgumentException">Cooldown is null</exception> public void CreateCooldown(Cooldown cooldown) { if (cooldown == null) { Out.QuickLog("Something went wrong with creating cooldown", LogKeys.ERROR_LOG); throw new ArgumentException("Cannot add cooldown, Cooldown is null, error in manager"); } ServerController.Get <CooldownController>().AddCooldown(cooldown); cooldown.Start(); }
public TossObject(string child, double range = 5, double?angle = null, Cooldown coolDown = new Cooldown(), int coolDownOffset = 0, bool randomToss = false, bool throwProjectileEffect = true) //Enabled particles by putting to false { this.child = BehaviorDb.InitGameData.IdToObjectType[child]; this.range = range; this.angle = angle * Math.PI / 180; this.coolDown = coolDown.Normalize(); this.coolDownOffset = coolDownOffset; this.randomToss = randomToss; this.throwProjectileEffect = throwProjectileEffect; }
private void SoftTimerElapsed(string id, Cooldown.SoftCooldown softCooldown) { Cooldown cooldown = cooldownDict[id]; softCooldown.CooldownTimer.Dispose(); cooldown.softCooldowns.Remove(softCooldown); if (cooldown.softCooldowns.Count == 0) { cooldownDict.Remove(id); } }
public Cooldown[] GetAttachmentCooldowns() { Cooldown[] cooldowns = new Cooldown[_attachments.Length]; for (int i = 0; i < _attachments.Length; i++) { cooldowns[i] = _attachments[i].GetCooldown(); } return(cooldowns); }
void Start() { coolDown = Cooldown.m_instance; m_animator = GetComponent <Animator>(); if (GetComponent <MovePlayer>() != null) { movePlayer = GetComponent <MovePlayer>(); } }
internal void Add(Cooldown cooldown) { var index = Collection.FindIndex(x => x.SteamId == cooldown.SteamId); if (index != -1) { return; } Collection.Add(cooldown); Json_DataStore.Save(Collection); }
public Taunt( string[] states, Cooldown cooldown, params string[] text ) { this.text = text; this.cooldown = cooldown; this.states = states; checkForStates = true; }
void Start() { spawnLeftCooldown = new Cooldown(initialSpawnTime); spawnLeftCooldown.startCooldown(); spawnRightCooldown = new Cooldown(initialSpawnTime); spawnRightCooldown.startCooldown(); colorPrefabs.Add(Colors.Blue, bluePrefab); colorPrefabs.Add(Colors.Green, greenPrefab); colorPrefabs.Add(Colors.Red, redPrefab); colorPrefabs.Add(Colors.Orange, orangePrefab); }
public bool CheckIfCooldownExists(string effectName) { for (int i = 0; i < cooldowns.Count; i++) { Cooldown cd = cooldowns[i]; if (cd.effectName == effectName) { return(true); } } return(false); }
private void UnbindFromAbilities() { foreach (Ability ability in owner.Abilities) { Cooldown cooldown = ability.GetComponent <Cooldown>(); if (cooldown == null) { continue; } cooldown.RemoveModifier(this); } }
/// <summary> /// The coroutine to wait for the cooldown to finish. /// </summary> /// <param name="start">The time, in seconds, that the cooldown began.</param> /// <param name="length">The length, in seconds, of the cooldown period.</param> /// <returns></returns> protected IEnumerator ReloadRoutine(float start, float length) { _reloading = new Cooldown(start, length); do { yield return(_reloading.WaitFor(0.5f)); Debug.Log("Reloading Tick"); } while (_reloading.Tick(Time.time)); _reloading = null; }
public Grenade(double radius, int damage, double range = 5, double?fixedAngle = null, Cooldown coolDown = new Cooldown(), ConditionEffectIndex effect = 0, int effectDuration = 0, uint color = 0xffff0000) { this.radius = (float)radius; this.damage = damage; this.range = range; this.fixedAngle = fixedAngle * Math.PI / 180; this.coolDown = coolDown.Normalize(); this.effect = effect; this.effectDuration = effectDuration; this.color = color; }
public Taunt( double probability, bool broadcast, Cooldown cooldown, params string[] text ) { this.text = text; this.probability = (float)probability; this.broadcast = broadcast; this.cooldown = cooldown; }
private void Start() { shootingCooldown = new Cooldown(0.75f); canRotate = true; playable = true; bulletData = new BulletData(); bulletData.position = new Position(); bulletData.direction = new Position(); particle = bulletSpawnPoint.gameObject.GetComponent <ParticleSystem>(); rigidbody = GetComponent <Rigidbody>(); audioSource = GetComponent <AudioSource>(); }
public Heal( double range, int amount, string group = null, Cooldown coolDown = new Cooldown() ) { this.range = (float)range; this.amount = amount; this.group = group; this.coolDown = coolDown.Normalize(); }
/// <summary> /// The coroutine to wait for the cooldown to finish. /// </summary> /// <param name="start">The time, in seconds, that the cooldown began.</param> /// <param name="length">The length, in seconds, of the cooldown period.</param> /// <returns></returns> protected IEnumerator CooldownRoutine(float start, float length) { _cooldown = new Cooldown(start, length); do { yield return(_cooldown.WaitFor(0.5f)); Debug.Log("Cooldown Tick"); } while (_cooldown.Tick(Time.time)); _cooldown = null; }
void Start() { SceneManager.OnDie += Respawn; playerMove = this; coolDown = GetComponent <Cooldown>(); m_animator = GetComponent <Animator>(); m_transform = transform; m_rigidbody = rigidbody2D; }
// Start is called before the first frame update void Start() { canLose = new Cooldown(5f); canLose.Start(); createMap = GetComponent <CreateMap>(); pause = GetComponent <PauseController>(); score = GetComponent <Score>(); playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); }
public SetAltTexture( int minValue, int maxValue = -1, Cooldown cooldown = new Cooldown(), bool loop = false ) { _indexMin = minValue; _indexMax = maxValue; _cooldown = cooldown.Normalize(0); _loop = loop; }
public NexusHealHp( double range, int amount, Cooldown coolDown = new Cooldown(), uint color = 0xffffffff ) { this.range = (float)range; this.amount = amount; this.color = color; this.coolDown = coolDown.Normalize(); }
private void UpdateCooldowns() { if (cooldowns.Count > 0) { float deltaTime = Time.deltaTime; for (int i = 0; i < cooldowns.Count; i++) { Cooldown cd = cooldowns[i]; cd.UpdateCooldown(deltaTime, this); } } }
public override void OnFirstUpdate(GameTime gameTime, GameObject gameObject) { base.OnFirstUpdate(gameTime, gameObject); if (!string.IsNullOrEmpty(OnEvent)) { EventBroker.SubscribeOnce(OnEvent, Commit); } if (TimeoutMs.HasValue) { timeoutCooldown = new Cooldown(TimeoutMs.Value); } }
public Spawn( string children, int maxChildren = 5, double initialSpawn = 0.5, Cooldown coolDown = new Cooldown() ) { this.children = BehaviorDb.InitGameData.IdToObjectType[children]; this.maxChildren = maxChildren; this.initialSpawn = (int)(maxChildren * initialSpawn); this.coolDown = coolDown.Normalize(0); }
IEnumerator Start() { while (Singleton.player == null) { yield return(null); } lifePlayer = LifePlayer.m_instance; cooldownPlayer = Cooldown.m_instance; ready = true; }
public override void DoAction(ActionType Type, bool Dead, ref bool Acted) { if (Type != ActionType.PRIMARY || !IsLocalPlayer() || IsActive || !Cooldown.IsReady()) { return; } ExtraNetwork.Send(CustomRPC.PsychicEffect); EnableAura(); Acted = true; }
private void BindToAbilities() { foreach (Ability ability in owner.Abilities) { Cooldown cooldown = ability.GetComponent <Cooldown>(); if (cooldown == null) { continue; } cooldown.AddModifier(this); } }
public ShieldBlock() { Name = "Shield Block"; Description = "Reduces damage taken by 20% for 10 seconds."; Range = new Range(0); DamageType = DamageTypes.SingleTarget; Duration = 0.5f; Cooldown = new Cooldown(20); TargettingType = TargettingTypes.Self; AurasApplied.Add(new Aura { Name = "Shield Block", Duration = 10, Statistics = { new DamageTaken(0.8f) } }); CanMiss = false; CanBeDodged = false; }
public Collectible(Vector2 pos) { cooldownSpawn = new Cooldown(0.2f); cooldownSplash = new Cooldown(); position = pos; screenPosition = new Vector2(); screenPosition.x = position.x * Game.width; screenPosition.y = position.y * Game.height; color = ColorHSV.GetRandomColor(); size = Grid.cellSize * 2f; collisionRadius = size / 4f * Game.height; isHitted = false; AddSprite(); }
void Start() { NameLabel.GetComponent<Text> ().text = "Jammy"; Progress = CooldownProgress.GetComponent<Cooldown> (); _attrs.Base ["hp_lost"] = 0; _attrs.Base ["hp_max"] = MaxHP; _attrs.Base ["mp_lost"] = 0; _attrs.Base ["mp_max"] = MaxMP; _attrs.Base ["str"] = 3; _attrs.Base ["int"] = 5; updateBars (); enemy = GameObject.Find("Enemy"); }
public Shoot(double radius, int count = 1, double? shootAngle = null, int projectileIndex = 0, double? fixedAngle = null, double angleOffset = 0, double? defaultAngle = null, double predictive = 0, int coolDownOffset = 0, Cooldown coolDown = new Cooldown()) { this.radius = radius; this.count = count; this.shootAngle = count == 1 ? 0 : (shootAngle ?? 360.0/count)*Math.PI/180; this.fixedAngle = fixedAngle*Math.PI/180; this.angleOffset = angleOffset*Math.PI/180; this.defaultAngle = defaultAngle*Math.PI/180; this.projectileIndex = projectileIndex; this.predictive = predictive; this.coolDownOffset = coolDownOffset; this.coolDown = coolDown.Normalize(); }
public override void InitInternal() { slotPool = Pool.CreatePool(slotSample); pickStun = new Cooldown(0.05f); itemTracker = new ItemListShallowTracker( setList: (v) => items = v, getList: () => items ); new ValueTracker<Item>( setValue: (v) => selected = v, getValue: () => selected ); new ListShallowTracker<Poolable>( setList: (v) => slotPool.pool = v, getList: () => slotPool.pool ); new ValueTracker<Action>(v => onChanged = v, () => onChanged); new ValueTracker<Action>(v => onSkipAnimation = v, () => onSkipAnimation); inventoryArea.transform.SetParent(Player.instance.inventoryAreas, worldPositionStays: false); inventoryArea.transform.localPosition = new Vector3(0, 100 * Unit.all.IndexOf(unit), 0); }
void resetCD(string cd) { cooldowns[cd] = new Cooldown(cooldowns[cd].max, cooldowns[cd].max); }
void Start() { // REFERENCING THE COMPONENTS _rigidbody = GetComponent<Rigidbody2D>(); _renderer = GetComponent<SpriteRenderer>(); _animator = GetComponent<Animator>(); _text = GameObject.Find("Text").GetComponent<Text>(); _atkCd = gameObject.AddComponent<Cooldown>(); _atkCd.Length = 1f; // INITIALIZING VARIABLES DEPENDENT FROM OTHERS _health = _maxHealth; }
void Start() { possessCooldown = new Cooldown(0.25f); possessCooldown.getTime = () => TimeManager.RealTime; var startUnit = FindObjectOfType<StartUnit>(); if (startUnit != null) { Debug.Log("startUnit.unit = " + startUnit.unit); Possess(startUnit.unit, animate: false); } else { Debug.Log("Possess Some Unit"); Possess(FindObjectOfType<Unit>(), animate: false); } new ValueTracker<Unit>(v => current = v, () => current); }
void TickCooldowns() { foreach (string key in new List<string>(cooldowns.Keys)) { float val = cooldowns[key].current; val -= Time.deltaTime; if (val < 0) { val = 0; } cooldowns[key] = new Cooldown(cooldowns[key].max, val); } }
public Charge(double speed = 4, float range = 10, Cooldown coolDown = new Cooldown()) { this.speed = (float)speed; this.range = (float)range; this.coolDown = coolDown.Normalize(2000); }
// Use this for initialization void Start() { audioSource = GetComponent<AudioSource> (); x5MultiplierCooldown = new Cooldown (x5MultiplierCooldownAmount); comboCompleteCooldown = new Cooldown (comboCompleteCooldownAmount); boxes.Add(transform.GetChild (0)); boxes.Add(transform.GetChild (1)); boxes.Add(transform.GetChild (2)); boxes.Add(transform.GetChild (3)); boxes.Add(transform.GetChild (4)); stars.Add (transform.GetChild (5)); stars.Add (transform.GetChild (6)); stars.Add (transform.GetChild (7)); stars.Add (transform.GetChild (8)); stars.Add (transform.GetChild (9)); colorIndicators.Add (Colors.Blue, blueIndicator); colorIndicators.Add (Colors.Green, greenIndicator); colorIndicators.Add (Colors.Orange, orangeIndicator); colorIndicators.Add (Colors.Red, redIndicator); disableAll (); startMultiplierSet (2); updateMultiplier (); }
void Start() { spawnLeftCooldown = new Cooldown(initialSpawnTime); spawnLeftCooldown.startCooldown(); spawnRightCooldown = new Cooldown(initialSpawnTime); spawnRightCooldown.startCooldown(); colorPrefabs.Add (Colors.Blue, bluePrefab); colorPrefabs.Add (Colors.Green, greenPrefab); colorPrefabs.Add (Colors.Red, redPrefab); colorPrefabs.Add (Colors.Orange, orangePrefab); }
void Start() { controller = GetComponent<Controller2D>(); jumped = false; canPull = false; gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; //jumpVector = new Vector2(0, jumpForce); rb = this.GetComponent<Rigidbody2D>(); //initializing cooldowns cooldowns["blink"] = new Cooldown(blinkCooldown, 0); cooldowns["port"] = new Cooldown(portCooldown, 0); controller.collisionMask = ~(1 << LayerMask.NameToLayer("Player") | 1 << LayerMask.NameToLayer ("Background Image")); }