public void Initialize(ItemInfo _itemInfo, int _nIdx, E_WEAPON_TYPE _eWeaponType, int _nTypeIdx, E_ATTACK_TYPE _eNoramlAttackType, E_ATTACK_TYPE _eSkillAttackType, float _fAttackSpeed, float _fPhysicalPoint, float _fMagicalPoint, float _fNormalAttackPhysicalCount, float _fNormalAttackMagicalCount, float _fSkillAttackPhysicalCount, float _fSkillAttackMagicalCount, float _fHp, float _fMoveSpeed, float _fDashSpeed, float _fDashCount, float _fJumpCount, float _fJumpForce, float _fFinalDmg) { itemInfo = _itemInfo; nIdx = _nIdx; eWeaponType = _eWeaponType; nTypeIdx = _nTypeIdx; eNoramlAttackType = _eNoramlAttackType; eSkillAttackType = _eSkillAttackType; fAttackSpeed = _fAttackSpeed; fPhysicalPoint = _fPhysicalPoint; fMagicalPoint = _fMagicalPoint; fNormalAttackPhysicalCount = _fNormalAttackPhysicalCount; fNormalAttackMagicalCount = _fNormalAttackMagicalCount; fSkillAttackPhysicalCount = _fSkillAttackPhysicalCount; fSkillAttackMagicalCount = _fSkillAttackMagicalCount; fHp = _fHp; fMoveSpeed = _fMoveSpeed; fDashSpeed = _fDashSpeed; fDashCount = _fDashCount; fJumpCount = _fJumpCount; fJumpForce = _fJumpForce; fFinalDmg = _fFinalDmg; }
public CWeapon(CShip parentShip, E_WEAPON_TYPE type) { m_weaponName = "Weapon_" + parentShip.m_shipStats.weaponAttachement + "_" + type.ToString(); m_parentShip = parentShip; m_weaponType = type; m_weaponStats = new CWeaponStats(type); }
public WeaponInfo GetWeaponInfo(E_WEAPON_TYPE _eType, int _nIdx) { WeaponInfo result = null; //Linq var info = from n in listWeapons where (n.WeaponType == _eType && n.TypeIdx == _nIdx) select n; result = info.FirstOrDefault(); return(result); }
public void AddWeapon(E_WEAPON_TYPE type) { if (m_shipStats.weaponAttachement < m_shipStats.maxWeapons) { CWeapon weapon = new CWeapon(this, type); m_shipStats.weaponAttachement++; m_weaponList.Add(weapon); } else { Debug.Log("Add weapon impossible, ship can only have " + m_shipStats.maxWeapons); } }
public CWeaponStats(E_WEAPON_TYPE type) { switch (type) { case E_WEAPON_TYPE.RailGun_1: { m_shellDamage = 10; m_shielDamage = 0; break; } case E_WEAPON_TYPE.RailGun_2: { m_shellDamage = 20; m_shielDamage = 0; break; } case E_WEAPON_TYPE.RailGun_3: { m_shellDamage = 30; m_shielDamage = 0; break; } case E_WEAPON_TYPE.PlasmaGun_1: { m_shellDamage = 0; m_shielDamage = 10; break; } case E_WEAPON_TYPE.PlasmaGun_2: { m_shellDamage = 0; m_shielDamage = 20; break; } case E_WEAPON_TYPE.PlasmaGun_3: { m_shellDamage = 0; m_shielDamage = 30; break; } case E_WEAPON_TYPE.BeamGun_1: { m_shellDamage = 5; m_shielDamage = 5; break; } case E_WEAPON_TYPE.BeamGun_2: { m_shellDamage = 10; m_shielDamage = 10; break; } case E_WEAPON_TYPE.BeamGun_3: { m_shellDamage = 15; m_shielDamage = 15; break; } } }