public List <GameObject> GetTilesInRange(RangeForm form, Vector2 mid, int minReach, int maxReach, Direction dir) { if (form == RangeForm.Square) { return(GetTilesInSquareRange(mid, minReach, maxReach)); } else if (form == RangeForm.Straight) { return(GetTilesInStraightRange(mid, minReach, maxReach, dir)); } else if (form == RangeForm.Cross) { return(GetTilesInCrossRange(mid, minReach, maxReach)); } else if (form == RangeForm.DiagonalCross) { return(GetTilesInDiagonalCrossRange(mid, minReach, maxReach)); } else if (form == RangeForm.Sector) { return(GetTilesInSectorRange(mid, minReach, maxReach, dir)); } else if (form == RangeForm.Global) { return(GetTilesInGlobalRange()); } else { return(GetTilesInSquareRange(mid, minReach, maxReach)); // temp return value. } }
public Skill(string name, int level, int[] requireAPArray, int[] cooldownArray, Dictionary<string, float[]> powerFactor, SkillType skillType, RangeForm firstRangeForm, int firstMinReach, int firstMaxReach, int firstWidth, RangeForm secondRangeForm, int secondMinReach, int secondMaxReach, int secondWidth, SkillApplyType skillApplyType, float[] penetrationArray, string effectName, EffectVisualType effectVisualType, EffectMoveType effectMoveType) { this.name = name; this.level = level; this.requireAPArray = requireAPArray; this.cooldownArray = cooldownArray; this.powerFactor = powerFactor; this.skillType = skillType; this.firstRangeForm = firstRangeForm; this.firstMinReach = firstMinReach; this.firstMaxReach = firstMaxReach; this.firstWidth = firstWidth; this.secondRangeForm = secondRangeForm; this.secondMinReach = secondMinReach; this.secondMaxReach = secondMaxReach; this.secondWidth = secondWidth; this.skillApplyType = skillApplyType; this.penetrationArray = penetrationArray; this.effectName = effectName; this.effectVisualType = effectVisualType; this.effectMoveType = effectMoveType; }
public ScreenLocRange(IScreenLoc From, IScreenLoc To, RangeForm rangeForm = RangeForm.Rectangular) { // make sure from preceeds to. if (To.CompareTo(From) < 0) { this.From = To; this.To = From; } else { this.From = From; this.To = To; } this.RangeForm = rangeForm; }
public SkillInfo(string data) { CommaStringParser commaParser = new CommaStringParser(data); this.owner = commaParser.Consume(); this.requireLevel = commaParser.ConsumeInt(); string name = commaParser.Consume(); int level = 0; // default level : 0 this.column = commaParser.ConsumeInt(); string originRequireAPString = commaParser.Consume(); string[] requireAPStringArray = originRequireAPString.Split(' '); int[] requireAPArray = new int[5]; for (int i = 0; i < 5; i++) { int parsed = 0; try { parsed = Int32.Parse(requireAPStringArray[i]); } catch { Debug.LogWarning("Parse error in requireAPs : " + originRequireAPString); parsed = -1; } requireAPArray[i] = parsed; } string originCooldownString = commaParser.Consume(); string[] cooldownStringArray = originCooldownString.Split(' '); int[] cooldownArray = new int[5]; for (int i = 0; i < 5; i++) { int parsed = 0; try { parsed = Int32.Parse(cooldownStringArray[i]); } catch { Debug.LogWarning("Parse error in requireAPs : " + originCooldownString); parsed = -1; } cooldownArray[i] = parsed; } // parsing coefficients for damage calculation string originStatTypeString = commaParser.Consume(); string[] statTypeArray = originStatTypeString.Split('/'); string originPowerFactorString = commaParser.Consume(); string[] powerFactorStringArray = originPowerFactorString.Split('/'); float[][] powerFactorArrayArray = new float[powerFactorStringArray.Length][]; for (int i = 0; i < powerFactorStringArray.Length; i++) { powerFactorArrayArray[i] = new float[5]; string[] powerFactorString = powerFactorStringArray[i].Split(' '); for (int j = 0; j < 5; j++) { float parsed = 0.0f; try { parsed = Convert.ToSingle(powerFactorString[j]); } catch { Debug.LogWarning("Parse error in powerFactors : " + originRequireAPString); parsed = -1; } powerFactorArrayArray[i][j] = parsed; } } Dictionary <string, float[]> powerFactor = new Dictionary <string, float[]>(); for (int i = 0; i < statTypeArray.Length; i++) { powerFactor.Add(statTypeArray[i], powerFactorArrayArray[i]); } SkillType skillType = commaParser.ConsumeEnum <SkillType>(); RangeForm firstRangeForm = commaParser.ConsumeEnum <RangeForm>(); int firstMinReach = commaParser.ConsumeInt(); int firstMaxReach = commaParser.ConsumeInt(); int firstWidth = commaParser.ConsumeInt(); RangeForm secondRangeForm = commaParser.ConsumeEnum <RangeForm>(); int secondMinReach = commaParser.ConsumeInt(); int secondMaxReach = commaParser.ConsumeInt(); int secondWidth = commaParser.ConsumeInt(); SkillApplyType skillApplyType = commaParser.ConsumeEnum <SkillApplyType>(); string originPenetrationString = commaParser.Consume(); string[] penetrationStringArray = originPenetrationString.Split(' '); float[] penetrationArray = new float[5]; for (int i = 0; i < 5; i++) { int parsed = 0; try { parsed = Int32.Parse(penetrationStringArray[i]); } catch { Debug.LogWarning("Parse error in penetrations : " + originPenetrationString); parsed = -1; } penetrationArray[i] = parsed; } string effectName = commaParser.Consume(); EffectVisualType effectVisualType = commaParser.ConsumeEnum <EffectVisualType>(); EffectMoveType effectMoveType = commaParser.ConsumeEnum <EffectMoveType>(); this.skill = new Skill(name, level, requireAPArray, cooldownArray, powerFactor, skillType, firstRangeForm, firstMinReach, firstMaxReach, firstWidth, secondRangeForm, secondMinReach, secondMaxReach, secondWidth, skillApplyType, penetrationArray, effectName, effectVisualType, effectMoveType); }
private void ovenrangetemp_btn_Click(object sender, EventArgs e) { RangeForm rangeform = new RangeForm(); rangeform.ShowDialog(); }
public ScreenLocRange(IScreenLoc RowCol, RangeForm RangeForm = RangeForm.Rectangular) { this.From = RowCol; this.To = RowCol; this.RangeForm = RangeForm; }