private bool CheckPos(ObjectPos woodpos) { if (SolidBoxList.ContainsKey(woodpos)) { return(false); } if (IceList.ContainsKey(woodpos)) { return(false); } if (PitfulList.ContainsKey(woodpos)) { return(false); } if (WoodBoxList.ContainsKey(woodpos)) { return(false); } if (ItemList.ContainsKey(woodpos)) { return(false); } if (SpecialPointList.ContainsKey(woodpos)) { return(false); } return(true); }
private void SelectValue() { if (ItemList.ContainsKey(myValue)) { TreeViewItemEx item = ItemList[myValue]; item.IsSelected = true; if (!item.IsVisible) { if (item.Parent is TreeViewItemEx) { TreeViewItemEx p = (TreeViewItemEx)item.Parent; while (p != null) { p.IsExpanded = true; if (p.Parent is TreeViewItemEx) { p = (TreeViewItemEx)p.Parent; } else { p = null; } } } } } else { if (SelectedItem != null) { TreeViewItemEx item = (TreeViewItemEx)this.SelectedItem; item.IsSelected = false; } } }
private bool checkPosition(ObjectPos pos) { if (WoodBoxList.ContainsKey(pos)) { return(false); } if (SolidBoxList.ContainsKey(pos)) { return(false); } if (SpecialBoxList.ContainsKey(pos)) { return(false); } if (ItemList.ContainsKey(pos)) { return(false); } if (IceList.ContainsKey(pos)) { return(false); } if (BaseList.ContainsKey(pos)) { return(false); } return(true); }
/// <summary> /// Determines whether specified weapon has been purchased /// </summary> /// <param name="id">the weapon id</param> /// <param name="weaponList">list of weapons to check from</param> /// <returns></returns> public bool IsWeaponPurchased(string id, ItemList weaponList) { if (!weaponList.ContainsKey(id)) { return(false); } return(m_DataStore.IsWeaponPurchased(id)); }
/// <summary> /// Purchases a booster item, and adds it to inventory /// </summary> /// <param name="id"></param> /// <param name="item"></param> /// <param name="list"></param> public void PurchaseItem(string id, LootItem item, ItemList list) { if (!list.ContainsKey(id)) { return; } m_DataStore.PurchaseItem(id, item); SaveData(); }
/// <summary> /// Method used for upgrading selected weapon /// </summary> /// <param name="id">weapon id</param> /// <param name="weapon">weapon object to upgrade</param> /// <param name="weaponList">list from which to upgrade</param> public void UpgradeWeapon(string id, LootItem weapon, ItemList weaponList) { if (!weaponList.ContainsKey(id)) { return; } m_DataStore.UpgradeWeapon(weapon); SaveData(); }
/// <summary> /// Method used for purchasing a weapon /// </summary> /// <param name="id">id for the weapon to purchase</param> /// <param name="weaponList">list of weapons to purchase from</param> public void PurchaseWeapon(string id, LootItem weapon, ItemList weaponList) { if (!weaponList.ContainsKey(id)) { return; } m_DataStore.PurchaseWeapon(id, weapon); SaveData(); }
private void destroyItem(ObjectPos itempos) { if (ItemList.ContainsKey(itempos)) { var ItemNumber = ItemList [itempos].GetComponent <ItemAttribute> ().GetItemNumber(); if (ItemNumber != 8 && ItemNumber != 9) { Destroy(ItemList [itempos]); } } destroyPlayer(itempos.x, itempos.y); }
//アイテムを持たせたり減らしたりする。持ち物制限とかはここら辺でやる。(10種類以上は持たせないみたいな) //オペレーターのオーバーライドですっきりにしたいけど、読んでないからとりあえずこれ。一応消せなかったらfalseが戻り値だけど、使ってない。 public void AddItem(Item i) { if (ItemList.ContainsKey(i.Name)) { //キャラのアイテムリストにアイテムがあれば個数分増やす ItemList[i.Name].Count += i.Count; } else { //キャラのアイテムリストにアイテムがなければ、アイテムを増やす。 ItemList.Add(i.Name, i); } }
public bool RemoveItem(Item i) { if (ItemList.ContainsKey(i.Name)) { //キャラのアイテムリストにアイテムがあれば個数分減らす。 //なお、countは0以下にならないので減らすだけなら問題ない。売るときは問題になる。 ItemList[i.Name].Count -= i.Count; //個数が0なら消す CheckItemlist(); return(true); } else { return(false); } }
private int destroyItem(Vector3 nextpos, int leftRange) { GameObject fire = (GameObject)Instantiate(prefab [0], nextpos, Quaternion.identity); objectPos.x = nextpos.x; objectPos.y = nextpos.y; if (WoodBoxList.ContainsKey(objectPos)) { Destroy(WoodBoxList[objectPos]); leftRange = 1; } if (SpecialBoxList.ContainsKey(objectPos)) { Destroy(SpecialBoxList[objectPos]); leftRange = 1; } if (BombList.ContainsKey(objectPos)) { Destroy(BombList[objectPos]); } if (ItemList.ContainsKey(objectPos)) { var ItemNumber = ItemList [objectPos].GetComponent <ItemAttribute> ().GetItemNumber(); if (ItemNumber != 8 && ItemNumber != 9) { Destroy(ItemList [objectPos]); } } if (BaseList.ContainsKey(objectPos)) { BaseList [objectPos].GetComponent <BaseAttribute> ().DamageBase(); } destroyPlayer(objectPos.x, objectPos.y); nextpos.y++; leftRange--; return(leftRange); }
// Update is called once per frame void Update() { if (GameOver) { return; } var T = GetComponent <Transform> (); var offset = GetComponent <BoxCollider2D> ().offset; var pos = new Vector3( T.position.x, T.position.y + offset.y * T.localScale.y, T.position.z); playerPos.x = Mathf.Round(pos.x); playerPos.y = Mathf.Round(pos.y); var reverse = 1; bool move = false; if (!GetComponent <PlayerAttribute> ().GetSpeedPower()) { if (PitfulList.ContainsKey(playerPos)) { ani.speed = 1.7f; } else { ani.speed = GetComponent <PlayerAttribute> ().GetSpeed(); } if (GetComponent <PlayerAttribute> ().GetReverse()) { reverse = -1; } if (Input.GetKey(playerDirec.down)) { if (reverse == -1) { ani.SetInteger("Direction", 2); } else { ani.SetInteger("Direction", 1); } p.velocity = new Vector2(0, -ani.speed * reverse); move = true; } if (Input.GetKeyUp(playerDirec.down)) { p.velocity = new Vector2(0, 0); ani.speed = 0; } if (Input.GetKey(playerDirec.up)) { if (reverse == -1) { ani.SetInteger("Direction", 1); } else { ani.SetInteger("Direction", 2); } p.velocity = new Vector2(0, ani.speed * reverse); move = true; } if (Input.GetKeyUp(playerDirec.up)) { p.velocity = new Vector2(0, 0); ani.speed = 0; } if (Input.GetKey(playerDirec.left)) { if (reverse == -1) { ani.SetInteger("Direction", 3); } else { ani.SetInteger("Direction", 4); } p.velocity = new Vector2(-ani.speed * reverse, 0); move = true; } if (Input.GetKeyUp(playerDirec.left)) { p.velocity = new Vector2(0, 0); ani.speed = 0; } if (Input.GetKey(playerDirec.right)) { if (reverse == -1) { ani.SetInteger("Direction", 4); } else { ani.SetInteger("Direction", 3); } p.velocity = new Vector2(ani.speed * reverse, 0); move = true; } if (Input.GetKeyUp(playerDirec.right)) { p.velocity = new Vector2(0, 0); ani.speed = 0; } } if (move == false) { return; } pos = new Vector3( T.position.x, T.position.y + offset.y * T.localScale.y, T.position.z); itempos.x = Mathf.Round(pos.x); itempos.y = Mathf.Round(pos.y); if (ItemList.ContainsKey(itempos)) { var ItemType = ItemList [itempos].GetComponent <ItemAttribute> ().GetItemNumber(); switch (ItemType) { case 0: source.PlayOneShot(collection, 0.7f); var starsNumber1 = GetComponent <PlayerAttribute> ().GetNumberOfStars(); GetComponent <PlayerAttribute> ().SetNumberOfStars(starsNumber1 + 20); break; case 1: source.PlayOneShot(collection, 0.7f); var starsNumber2 = GetComponent <PlayerAttribute> ().GetNumberOfStars(); GetComponent <PlayerAttribute> ().SetNumberOfStars(starsNumber2 + 50); break; case 2: source.PlayOneShot(collection, 0.7f); var NumberOfBomb = GetComponent <PlayerAttribute> ().GetNumberOfBombs(); var LeftNumberOfBomb = GetComponent <PlayerAttribute> ().GetLeftBombNumber(); if (NumberOfBomb == 8) { break; } GetComponent <PlayerAttribute> ().SetNumberOfBombs(NumberOfBomb + 1); GetComponent <PlayerAttribute> ().SetLeftBombNumber(LeftNumberOfBomb + 1); break; case 3: source.PlayOneShot(collection, 0.7f); var SpeedOfPlayer = GetComponent <PlayerAttribute> ().GetSpeed(); if (SpeedOfPlayer == 6.0f) { break; } if (SpeedOfPlayer == 2.0f) { SpeedOfPlayer = 3.2f; } else if (SpeedOfPlayer == 3.2f) { SpeedOfPlayer = 4.0f; } else if (SpeedOfPlayer == 4.0f) { SpeedOfPlayer = 4.8f; } else if (SpeedOfPlayer == 4.8f) { SpeedOfPlayer = 5.4f; } else if (SpeedOfPlayer == 6.0f) { SpeedOfPlayer = 6.0f; } GetComponent <PlayerAttribute> ().SetSpeed(SpeedOfPlayer); break; case 4: source.PlayOneShot(collection, 0.7f); var RangeOfBomb1 = GetComponent <PlayerAttribute> ().GetRangeOfBomb(); if (RangeOfBomb1 == 7) { break; } GetComponent <PlayerAttribute> ().SetRangeOfBomb(RangeOfBomb1 + 1); break; case 5: source.PlayOneShot(collection, 0.7f); var RangeOfBomb2 = GetComponent <PlayerAttribute> ().GetRangeOfBomb(); if (RangeOfBomb2 == 7) { break; } int rangeCurrent1 = RangeOfBomb2 + 2 > 7 ? 7 : RangeOfBomb2 + 2; GetComponent <PlayerAttribute> ().SetRangeOfBomb(rangeCurrent1); break; case 6: source.PlayOneShot(collection, 0.7f); var RangeOfBomb3 = GetComponent <PlayerAttribute> ().GetRangeOfBomb(); if (RangeOfBomb3 == 7) { break; } int rangeCurrent2 = RangeOfBomb3 + 2 > 7 ? 7 : RangeOfBomb3 + 5; GetComponent <PlayerAttribute> ().SetRangeOfBomb(rangeCurrent2); break; case 7: source.PlayOneShot(collection, 0.7f); var NumberOfSpecialObject = GetComponent <PlayerAttribute> ().GetSpecialObject(); GetComponent <PlayerAttribute> ().SetSpecialObject(NumberOfSpecialObject + 1); break; case 8: source.PlayOneShot(collection, 0.7f); GetComponent <PlayerAttribute> ().SetReverse(true); break; case 9: source.PlayOneShot(banana, 0.7f); var dir = ani.GetInteger("Direction"); ani.speed = 20; GetComponent <PlayerAttribute> ().SetSpeedPower(true); switch (dir) { case 1: p.velocity = new Vector2(0, -ani.speed); break; case 2: p.velocity = new Vector2(0, ani.speed); break; case 3: p.velocity = new Vector2(ani.speed, 0); break; default: p.velocity = new Vector2(-ani.speed, 0); break; } break; case 10: source.PlayOneShot(collection, 0.7f); var starsNumber3 = GetComponent <PlayerAttribute> ().GetNumberOfStars(); GetComponent <PlayerAttribute> ().SetNumberOfStars(starsNumber3 + 200); break; default: break; } Destroy(ItemList [itempos]); } }
/// <summary> /// </summary> /// <param name="key"></param> /// <returns></returns> public bool ContainsItem(string key) { return(items.ContainsKey(key)); }
public static short GetItemAbility(MItem item, int eff) { int result = 0; int itemId = item.Index; if (!ItemList.ContainsKey(itemId)) { return(0); } int unique = ItemList[itemId].Unique; int pos = ItemList[itemId].Pos; if (eff == MItemDefinition.DAMAGEADD || eff == MItemDefinition.MAGICADD) { if (unique < 41 || unique > 50) { return(0); } } if (eff == MItemDefinition.CRITICAL) { if (item.Effects[1].Index == MItemDefinition.CRITICAL2 || item.Effects[2].Index == MItemDefinition.CRITICAL2) { eff = MItemDefinition.CRITICAL2; } } if (eff == MItemDefinition.DAMAGE && pos == 32) { if (item.Effects[1].Index == MItemDefinition.DAMAGE2 || item.Effects[2].Index == MItemDefinition.DAMAGE2) { eff = MItemDefinition.DAMAGE2; } } if (eff == MItemDefinition.MPADD2) { if (item.Effects[1].Index == MItemDefinition.MPADD2 || item.Effects[2].Index == MItemDefinition.MPADD2) { eff = MItemDefinition.MPADD2; } } if (eff == MItemDefinition.ACADD) { if (item.Effects[1].Index == MItemDefinition.ACADD2 || item.Effects[2].Index == MItemDefinition.ACADD2) { eff = MItemDefinition.ACADD2; } } if (eff == MItemDefinition.LEVEL && itemId >= 2330 && itemId < 2360) { result = item.Effects[1].Index - 1; } else if (eff == MItemDefinition.LEVEL) { result += ItemList[itemId].Level; } if (eff == MItemDefinition.REQ_STR) { result += ItemList[itemId].Str; } if (eff == MItemDefinition.REQ_INT) { result += ItemList[itemId].Int; } if (eff == MItemDefinition.REQ_CON) { result += ItemList[itemId].Con; } if (eff == MItemDefinition.REQ_DEX) { result += ItemList[itemId].Dex; } if (eff == MItemDefinition.POS) { result += ItemList[itemId].Pos; } if (eff != MItemDefinition.INCUBATE) { foreach (var i in ItemList[itemId].Effect) { if (i.Index != eff) { continue; } int val = i.Value; if (eff == MItemDefinition.ATTSPEED && val == 1) { val = 10; } result += val; break; } } // parte de montarias não feito for (int i = 0; i < 3; i++) { if (item.Effects[i].Index != eff) { continue; } int val = item.Effects[i].Value; if (eff == MItemDefinition.ATTSPEED && val == 1) { val = 10; } result += val; } if (eff >= MItemDefinition.RESIST1 && eff <= MItemDefinition.RESIST4) { foreach (var i in ItemList[itemId].Effect) { if (i.Index != MItemDefinition.RESISTALL) { continue; } result += i.Value; } for (int i = 0; i < 3; i++) { if (item.Effects[i].Index != MItemDefinition.RESISTALL) { continue; } result += item.Effects[i].Value; break; } } return((short)result); }