public ContentRange(RangeUnit unit, long?start, long?end, long?size) { Start = start; End = end; Size = size; Unit = unit; }
// Token: 0x0600003C RID: 60 RVA: 0x00005BC0 File Offset: 0x00003DC0 private void OnUnitRemoved(Unit9 unit) { if (!unit.IsHero || unit.IsIllusion) { return; } RangeUnit rangeUnit = this.rangeUnits.Find((RangeUnit x) => x.Handle == unit.Handle); if (rangeUnit == null) { return; } rangeUnit.Dispose(); this.rangeUnits.Remove(rangeUnit); }
// Token: 0x0600003A RID: 58 RVA: 0x00005B44 File Offset: 0x00003D44 private void OnAbilityRemoved(Ability9 ability) { try { if (!ability.IsTalent && !ability.IsStolen) { RangeUnit rangeUnit = this.rangeUnits.Find((RangeUnit x) => x.Handle == ability.Owner.Handle); if (rangeUnit != null) { rangeUnit.RemoveAbility(ability); } } } catch (Exception exception) { Logger.Error(exception, null); } }
void InitiatUnit() { for (int i = 0; i < 10; i++) { int factionRnd = UnityEngine.Random.Range(1, 3);//random for both factions betteween 1 and 2 int rndX = UnityEngine.Random.Range(0, 20); int rndY = UnityEngine.Random.Range(0, 20); if (factionRnd == 1) { int typeRnd = UnityEngine.Random.Range(1, 3); //random for class type if (typeRnd == 1) { int classRnd = UnityEngine.Random.Range(1, 3); if (classRnd == 1) { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Hero", unitType: "Sniper", symbol: 'R'); units[i].MaxHp = 10; } else { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Hero", unitType: "Archer", symbol: 'R'); units[i].MaxHp = 10; } } else { int classRnd = UnityEngine.Random.Range(1, 3); if (classRnd == 1) { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Hero", unitType: "Tank", symbol: 'M'); units[i].MaxHp = 20; } else { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Hero", unitType: "Slayer", symbol: 'M'); units[i].MaxHp = 20; } } } else { int typeRnd = UnityEngine.Random.Range(1, 3); //random for class type if (typeRnd == 1) { int classRnd = UnityEngine.Random.Range(1, 3); if (classRnd == 1) { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Enemy", unitType: "Sniper", symbol: 'T'); units[i].MaxHp = 10; } else { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Enemy", unitType: "Archer", symbol: 'T'); units[i].MaxHp = 10; } } else { int classRnd = UnityEngine.Random.Range(1, 3); if (classRnd == 1) { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Enemy", unitType: "Tank", symbol: 'W'); units[i].MaxHp = 20; } else { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Enemy", unitType: "Slayer", symbol: 'W'); units[i].MaxHp = 20; } } } } int xRnd = UnityEngine.Random.Range(0, 19); int yRnd = UnityEngine.Random.Range(0, 19); buildings[0] = new ResourceBuilding(40, xRnd, yRnd, "Hero", 'Y'); buildings[0].YPos = yRnd; buildings[0].MaxHp = 40; xRnd = UnityEngine.Random.Range(0, 20); yRnd = UnityEngine.Random.Range(0, 20); buildings[1] = new ResourceBuilding(40, xRnd, yRnd, "Enemy", 'A'); buildings[1].YPos = yRnd; buildings[1].MaxHp = 40; xRnd = UnityEngine.Random.Range(0, 20); yRnd = UnityEngine.Random.Range(0, 20); buildings[2] = new FactoryBuilding(40, xRnd, yRnd, "Hero", 'X'); buildings[2].YPos = yRnd; buildings[2].MaxHp = 40; int rndSpn = UnityEngine.Random.Range(1, 3); // if (rndSpn == 1) // { // fBuildings[0].UnitSpn = "Meele"; // fBuildings[0].SpnTic = 5; // fBuildings[0].SpnPtCalc(); // } // else // { // fBuildings[0].UnitSpn = "Range"; // fBuildings[0].SpnTic = 5; // fBuildings[0].SpnPtCalc(); // } xRnd = UnityEngine.Random.Range(0, 20); yRnd = UnityEngine.Random.Range(0, 20); buildings[3] = new FactoryBuilding(40, xRnd, yRnd, "Enemy", 'B'); buildings[3].YPos = yRnd; buildings[3].MaxHp = 40; rndSpn = UnityEngine.Random.Range(1, 3); // if (rndSpn == 1) // { // fBuildings[1].UnitSpn = "Meele"; // fBuildings[1].SpnTic = 5; // fBuildings[1].SpnPtCalc(); // } // else // { // fBuildings[1].UnitSpn = "Range"; // fBuildings[1].SpnTic = 5; // fBuildings[1].SpnPtCalc(); // } }
/// <summary> /// Indicates whether this instance and a specified <see cref="RangeUnit"/> are equal /// </summary> public bool Equals(RangeUnit other) => string.Equals(_value, other._value, StringComparison.Ordinal);
public QueryRange(int number, RangeUnit unit) { _number = number; _unit = unit; }
public void UnitSpawner() // { for (int j = 0; j < units.Length; j++) { int UnitType; int factionAllocte; int x = rand.Next(1, 20); int y = rand.Next(1, 20); string faction = ""; string symbol = ""; UnitType = rand.Next(1, 5); switch (UnitType) { case 1: //Melee baby sharks factionAllocte = rand.Next(1, 3); switch (factionAllocte) { case 1: //hammerHead sharks faction = "Hammerhead"; symbol = "H"; break; case 2: //raggertooth sharks faction = "Raggertooth"; symbol = "R"; break; } units[j] = new MeleeUnit(x, y, faction, symbol); break; case 2: //Ranged baby sharks factionAllocte = rand.Next(1, 3); switch (factionAllocte) { case 1: faction = "Hammerhead"; symbol = "h"; break; case 2: faction = "Raggertooth"; symbol = "r"; break; } units[j] = new RangeUnit(x, y, faction, symbol); break; case 3: //cutie baby sharks0 factionAllocte = rand.Next(1, 3); switch (factionAllocte) { case 1: //hammerHead sharks faction = "Hammerhead"; symbol = "C"; break; case 2: //raggertooth sharks faction = "Raggertooth"; symbol = "c"; break; } units[j] = new Cutie(x, y, faction, symbol); break; case 4: //agro baby sharks factionAllocte = rand.Next(1, 3); switch (factionAllocte) { case 1: //hammerHead sharks faction = "Hammerhead"; symbol = "A"; break; case 2: //raggertooth sharks faction = "Raggertooth"; symbol = "a"; break; } units[j] = new AgroSharks(x, y, faction, symbol); break; } //GameMap[units[j].YPos, units[j].XPos] = units[j].Symbol; } }
public Map() //fills map and array { for (int i = 0; i < 20; ++i) { for (int j = 0; j < 20; ++j) { mapArr[i, j] = ','; } } for (int i = 0; i < 10; i++) { int factionRnd = r.Next(1, 3); //random for both factions betteween 1 and 2 int rndX = r.Next(0, 19); int rndY = r.Next(0, 19); if (factionRnd == 1) { int typeRnd = r.Next(1, 3); //random for class type if (typeRnd == 1) { int classRnd = r.Next(1, 3); if (classRnd == 1) { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Hero", unitType: "Sniper", symbol: 'R'); units[i].MaxHp = 10; units[i].XPos = rndX; units[i].YPos = rndY; } else { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Hero", unitType: "Archer", symbol: 'R'); units[i].MaxHp = 10; units[i].XPos = rndX; units[i].YPos = rndY; } } else { int classRnd = r.Next(1, 3); if (classRnd == 1) { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Hero", unitType: "Tank", symbol: 'M'); units[i].MaxHp = 20; units[i].XPos = rndX; units[i].YPos = rndY; } else { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Hero", unitType: "Slayer", symbol: 'M'); units[i].MaxHp = 20; units[i].XPos = rndX; units[i].YPos = rndY; } } } else { int typeRnd = r.Next(1, 3); //random for class type if (typeRnd == 1) { int classRnd = r.Next(1, 3); if (classRnd == 1) { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Enemy", unitType: "Sniper", symbol: 'T'); units[i].MaxHp = 10; units[i].XPos = rndX; units[i].YPos = rndY; } else { units[i] = new RangeUnit(10, 10, 1, 2, 2, rndX, rndY, faction: "Enemy", unitType: "Archer", symbol: 'T'); units[i].MaxHp = 10; units[i].XPos = rndX; units[i].YPos = rndY; } } else { int classRnd = r.Next(1, 3); if (classRnd == 1) { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Enemy", unitType: "Tank", symbol: 'W'); units[i].MaxHp = 20; units[i].XPos = rndX; units[i].YPos = rndY; } else { units[i] = new MeeleUnit(20, 20, 2, 1, 1, rndX, rndY, faction: "Enemy", unitType: "Slayer", symbol: 'W'); units[i].MaxHp = 20; units[i].XPos = rndX; units[i].YPos = rndY; } } } } int xRnd = r.Next(0, 19); int yRnd = r.Next(0, 19); rBuildings[0] = new ResourceBuilding(40, xRnd, yRnd, "Hero", 'Y'); rBuildings[0].YPos = yRnd; rBuildings[0].ResourcePerTic = 1; rBuildings[0].ResType = "Wood"; rBuildings[0].ResourceRemaining = 20; xRnd = r.Next(0, 20); yRnd = r.Next(0, 20); rBuildings[1] = new ResourceBuilding(40, xRnd, yRnd, "Enemy", 'A'); rBuildings[1].YPos = yRnd; rBuildings[1].ResourcePerTic = 1; rBuildings[1].ResType = "Wood"; rBuildings[1].ResourceRemaining = 20; xRnd = r.Next(0, 20); yRnd = r.Next(0, 20); fBuildings[0] = new FactoryBuilding(40, xRnd, yRnd, "Hero", 'X'); fBuildings[0].YPos = yRnd; int rndSpn = r.Next(1, 3); if (rndSpn == 1) { fBuildings[0].UnitSpn = "Meele"; fBuildings[0].SpnTic = 5; fBuildings[0].SpnPtCalc(); } else { fBuildings[0].UnitSpn = "Range"; fBuildings[0].SpnTic = 5; fBuildings[0].SpnPtCalc(); } xRnd = r.Next(0, 20); yRnd = r.Next(0, 20); fBuildings[1] = new FactoryBuilding(40, xRnd, yRnd, "Enemy", 'B'); fBuildings[0].YPos = yRnd; rndSpn = r.Next(1, 3); if (rndSpn == 1) { fBuildings[1].UnitSpn = "Meele"; fBuildings[1].SpnTic = 5; fBuildings[1].SpnPtCalc(); } else { fBuildings[1].UnitSpn = "Range"; fBuildings[1].SpnTic = 5; fBuildings[1].SpnPtCalc(); } }
public XRange(int value, RangeUnit unit) { Value = value; Unit = unit; }