예제 #1
0
 public override void Write(TextWriter writer)
 {
     LessThan.Write(writer);
     Slash.Write(writer);
     Name.Write(writer);
     GreaterThan.Write(writer);
 }
예제 #2
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        private static bool FromApi(string url)
        {
            var virtualPath = HostingEnvironment.ApplicationVirtualPath;
            var apiUrl      = Slash.Trim(Slash.JoinTrimming(virtualPath, "api"));

            return(Slash.TrimStart(url).StartsWith(apiUrl, StringComparison.Ordinal));
        }
예제 #3
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        private void Button_Ok_Click(object sender, EventArgs e)
        {
            Slash Slash = null;

            if (Element == null || !(Element.Value is Slash))
            {
                Slash = new Slash();
            }
            else
            {
                Slash = Element.Value as Slash;
            }

            if (rButton_Clockwise.Checked)
            {
                Slash.RotationStyle = RotationStyle.Clockwise;
            }
            else
            {
                Slash.RotationStyle = RotationStyle.Counterclockwise;
            }

            Slash.Text = tBoxSlashText.Text;

            this.DialogResult = DialogResult.OK;
            Close();
        }
예제 #4
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    void ADCAttack()
    {
        AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
        bool loading = stateInfo.IsName("tony_poder");


        if (Input.GetKeyDown(KeyCode.LeftAlt))
        {
            if (hp > 0)
            {
                if (Time.time > nextFireTime)
                {
                    GetComponent <AudioSource>().Play();
                    anim.SetTrigger("atacando");

                    // Para que se mueva desde el principio tenemos que asignar un
                    // valor inicial al movX o movY en el edtitor distinto a cero
                    float angle = Mathf.Atan2(
                        anim.GetFloat("movY"),
                        anim.GetFloat("movX")
                        ) * Mathf.Rad2Deg;

                    GameObject slashObj = Instantiate(
                        bananaPrefab, transform.position,
                        Quaternion.AngleAxis(angle, Vector3.forward)
                        );

                    Slash slash = slashObj.GetComponent <Slash>();
                    slash.mov.x  = anim.GetFloat("movX");
                    slash.mov.y  = anim.GetFloat("movY");
                    nextFireTime = Time.time + coolDownTime;
                }
            }
        }
    }
예제 #5
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    void SlashAttack()
    {
        // Buscamos el estado actual mirando la información del animador
        //AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo (0);

        // Ataque a distancia CAMBIAR DELAYARMA PARA QUE EL PROJECTIL VAYA MAS LENTO/RAPIDO
        if (Input.GetKeyUp(KeyCode.Space))
        {
            anim.SetBool("Atacando", false);
        }
        else if (Input.GetKeyDown(KeyCode.Space) && delayArma > 0.3)
        {
            anim.SetBool("Atacando", true);
            float angle = Mathf.Atan2(anim.GetFloat("MovY"), anim.GetFloat("MovX")) * Mathf.Rad2Deg;

            GameObject slashObj = Instantiate(slashPrefab, transform.position, Quaternion.AngleAxis(angle, Vector3.forward));
            AudioManager.instance.Play("Disparo");

            Slash slash = slashObj.GetComponent <Slash> ();



            delayArma = 0;
        }
    }
예제 #6
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    void SlashAttack()
    {
        AnimatorStateInfo estado = anim.GetCurrentAnimatorStateInfo(0);
        bool loading             = estado.IsName("Player_Slash");

        if (Input.GetKeyDown(KeyCode.LeftAlt))
        {
            anim.SetTrigger("loading");
        }
        else if (Input.GetKeyUp(KeyCode.LeftAlt))
        {
            anim.SetTrigger("attacking");
            float angle = Mathf.Atan2(
                anim.GetFloat("movX"),
                anim.GetFloat("movY")
                ) * Mathf.Rad2Deg;

            GameObject slashObj = Instantiate(
                slashPrefab, transform.position,
                Quaternion.AngleAxis(angle, Vector3.forward)
                );

            Slash slash = slashObj.GetComponent <Slash>();
            slash.mov.x = anim.GetFloat("movX");
            slash.mov.y = anim.GetFloat("movY");
        }
    }
예제 #7
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    void SlashAttack()
    {
        AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
        bool loading = stateInfo.IsName("Player_Slash");

        if (Input.GetKeyDown(KeyCode.LeftAlt) && manabar.Usable(20))
        {
            anim.SetTrigger("loading");
            aura.AuraStart();
        }
        else if (Input.GetKeyUp(KeyCode.LeftAlt) && manabar.Usable(20))
        {
            anim.SetTrigger("attacking");
            if (aura.IsLoaded())
            {
                float      angle    = Mathf.Atan2(anim.GetFloat("movY"), anim.GetFloat("movX")) * Mathf.Rad2Deg;
                GameObject slashObj = Instantiate(slashPrefab, transform.position, Quaternion.AngleAxis(angle, Vector3.forward));
                Slash      slash    = slashObj.GetComponent <Slash>();
                slash.mov.x = anim.GetFloat("movX");
                slash.mov.y = anim.GetFloat("movY");
                manabar.Gastar(20);
            }
            aura.AuraStop();
            StartCoroutine(EnableMovementAfter(0.4f));
        }

        if (loading)
        {
            movePrevent = true;
        }
    }
예제 #8
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        /// <summary>
        /// Den här metoden sköter ability2
        /// </summary>
        /// <returns></returns>
        protected override Ability CastAbility2()
        {
            Ability ability = new Slash(TextureBank.mageSpellList[1], pos, LastDirection, this);

            Ability2CooldownTimer = ability.coolDownTime;
            return(ability);
        }
예제 #9
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    void ataqueCargado()
    {
        stateInfoAtaqueCargado = anim.GetCurrentAnimatorStateInfo(0);
        atacando = stateInfoAtaqueCargado.IsName("Jugador_Slash");

        if (Input.GetKeyDown(KeyCode.LeftAlt))
        {
            anim.SetTrigger("cargando");
            movePrevent = true;
            aura.AuraStart();
        }
        else
        {
            if (Input.GetKeyUp(KeyCode.LeftAlt))
            {
                anim.SetTrigger("atacando");
                if (aura.IsLoaded())
                {
                    angulo      = Mathf.Atan2(anim.GetFloat("movY"), anim.GetFloat("movX")) * Mathf.Rad2Deg;
                    slashObj    = Instantiate(slashCargado, transform.position, Quaternion.AngleAxis(angulo, Vector3.forward));
                    slash       = slashObj.GetComponent <Slash>();
                    slash.mov.x = anim.GetFloat("movX");
                    slash.mov.y = anim.GetFloat("movY");
                }
                aura.AuraStop();
                StartCoroutine(habilitarMovimiento(0.2f));
            }
        }
    }
예제 #10
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    void Start()
    {
        animations       = GetComponent <Animator>();
        spriteController = GetComponent <SpriteRenderer>();

        // initiates stats
        TotalHp     = baseHp;
        TotalAttack = baseAttack;
        CurrentHp   = TotalHp;

        EnableMovement = true;
        EnableAttack   = true;

        // initial positioning
        spawnPoint         = GameObject.Find("GladiatorSpawn").transform;
        transform.position = new Vector2(spawnPoint.position.x, spawnPoint.position.y);
        position           = transform.position;
        newPosition        = position;

        // creates all the skills
        slashSkill    = new Slash(slashButton, slash);
        whirlingSkill = new Whirling(whirlingButton, whirling);
        sonicSkill    = new Sonic(sonicButton, sonic);
        defendSkill   = new Defend(defendButton, defend);
        blindingSkill = new Blinding(blindingButton, blinding);
    }
예제 #11
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        GameObject other = collision.gameObject;

        if (other.layer == LayerMask.NameToLayer("PlayerAttacks"))
        {
            Slash attack = other.GetComponent <Slash>();
            if (attack == null)
            {
                Debug.LogError("Colliding Object does not have Attack script", other);
            }
            RegisterDamage(attack.damage);

            Vector3 playerDirection = transform.position - Player.transform.position;
            if (attack.slashType == SlashType.Melee)
            {
                anim.SetTrigger("Attacked");
                Knockback(playerDirection);
            }

            if (playerDirection.x < 0 && !facingRight ||
                playerDirection.x > 0 && facingRight)
            {
                flipDir();
                RaiseHope();
            }
        }
    }
예제 #12
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        /// <summary>
        /// Den här metoden sköter ability2
        /// </summary>
        /// <returns></returns>
        protected override Ability CastAbility2()
        {
            Ability ability = new Slash(TextureBank.mageSpellList[1], pos, LastDirection, this);

            Ability2CooldownTimer = ability.coolDownTime;
            SoundBank.SoundEffectList[4].Play(0.2f, 0.0f, 0.0f);
            return(ability);
        }
예제 #13
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파일: Tests.cs 프로젝트: tallesl/net-Slash
        public void StartsWith()
        {
            Assert.IsTrue(Slash.StartsWith(@"/Yes, it does."));
            Assert.IsTrue(Backslash.StartsWith(@"\Yes, it does."));

            Assert.IsFalse(Slash.StartsWith("Nope."));
            Assert.IsFalse(Backslash.StartsWith("Nope."));
        }
예제 #14
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파일: Tests.cs 프로젝트: tallesl/net-Slash
        public void Join()
        {
            Assert.AreEqual(@"One/Two/Three", Slash.Join(new[] { "One", "Two", "Three" }));
            Assert.AreEqual(@"One\Two\Three", Backslash.Join(new[] { "One", "Two", "Three" }));

            Assert.AreEqual("Nothing to join.", Slash.Join(new[] { "Nothing to join." }));
            Assert.AreEqual("Nothing to join.", Backslash.Join(new[] { "Nothing to join." }));
        }
예제 #15
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파일: Tests.cs 프로젝트: tallesl/net-Slash
        public void TrimEnd()
        {
            Assert.AreEqual("Where're my slashes?", Slash.TrimEnd(@"Where're my slashes?/"));
            Assert.AreEqual("Where're my backslashes?", Backslash.TrimEnd(@"Where're my backslashes?\"));

            Assert.AreEqual("Nothing to trim.", Slash.TrimEnd("Nothing to trim."));
            Assert.AreEqual("Nothing to trim.", Backslash.TrimEnd("Nothing to trim."));
        }
예제 #16
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파일: Tests.cs 프로젝트: tallesl/net-Slash
        public void TrimStart()
        {
            Assert.AreEqual("Where're my slashes?", Slash.TrimStart(@"/Where're my slashes?"));
            Assert.AreEqual("Where're my backslashes?", Backslash.TrimStart(@"\Where're my backslashes?"));

            Assert.AreEqual("Nothing to trim.", Slash.TrimStart("Nothing to trim."));
            Assert.AreEqual("Nothing to trim.", Backslash.TrimStart("Nothing to trim."));
        }
예제 #17
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파일: Tests.cs 프로젝트: tallesl/net-Slash
        public void EndsWith()
        {
            Assert.IsTrue(Slash.EndsWith(@"Yes, it does./"));
            Assert.IsTrue(Backslash.EndsWith(@"Yes, it does.\"));

            Assert.IsFalse(Slash.EndsWith("Nope."));
            Assert.IsFalse(Backslash.EndsWith("Nope."));
        }
예제 #18
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    public void slashMaker() {
        GameObject slash = Instantiate(Resources.Load("Prefabs/Slash", typeof(GameObject)), transform.position, Quaternion.identity) as GameObject;
        Slash s = slash.GetComponent("Slash") as Slash;
        s.prepSlash(this, slash);
        //slash.transform.Translate(s.cast(),Space.World);
        spells [0] = slash;
//		Debug.Log("-.-");
    }
예제 #19
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파일: Tests.cs 프로젝트: tallesl/net-Slash
        public void JoinTrimming()
        {
            Assert.AreEqual(@"One/Two/Three", Slash.JoinTrimming("/One", "Two/", "/Three/"));
            Assert.AreEqual(@"One\Two\Three", Backslash.JoinTrimming(@"\One", @"Two\", @"\Three\"));

            Assert.AreEqual("Nothing to join.", Slash.JoinTrimming("Nothing to join."));
            Assert.AreEqual("Nothing to join.", Backslash.JoinTrimming("Nothing to join."));
        }
예제 #20
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 // Start is called before the first frame update
 void Start()
 {
     _slash     = GetComponent <Slash>();
     _playerDir = true;
     _rolling   = false;
     _animator  = GetComponent <Animator>();
     _phyo      = GetComponent <PhysicsObject>();
 }
예제 #21
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 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2))
 {
     Name.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(16, 0) - offset));
     Uses.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(112, 0) - offset));
     Slash.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(160, 0) - offset));
     Use_Max.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(200, 0) - offset));
     Convoy.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(232, 0) - offset));
     Icon.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) - offset));
 }
예제 #22
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        public Knight(Texture2D tex, Vector2 pos, int playerIndex, Controller Controller) : base(tex, pos, playerIndex, Controller)
        {
            HealthPoints    = ValueBank.KnightHealth;
            MaxHealthPoints = HealthPoints;

            Ability1 = new Block(TextureBank.roomTextureList[0], pos, LastDirection, this);
            Ability2 = new Slash(TextureBank.mageSpellList[1], pos, LastDirection, this);
            Ability3 = new Taunt(TextureBank.mageSpellList[10], pos, new Vector2(0, 0), this);
        }
예제 #23
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        public Barbarian(Texture2D tex, Vector2 pos, int playerIndex, Controller controller) : base(tex, pos, playerIndex, controller)
        {
            HealthPoints    = ValueBank.BarbarianHealth;
            MaxHealthPoints = HealthPoints;

            Ability1 = new Cleave(TextureBank.mageSpellList[6], pos, LastDirection, this);
            Ability2 = new Slash(TextureBank.mageSpellList[1], pos, LastDirection, this);
            Ability3 = new Charge(tex, pos, new Vector2(0, 0), this, false);
        }
예제 #24
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    public override bool Activate(Entity origin, Entity target)
    {
        Slash s = Instantiate(slashPrefab.gameObject, origin.Center, origin.transform.rotation).GetComponent <Slash>();

        s.Fire(origin, target, range, lingeringDuration, () => {
            target.DealDamage(damage + origin.Attack, origin);
        });

        return(true);
    }
예제 #25
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        public override void set_text_color(bool useable)
        {
            change_text_color(useable ? "White" : "Grey");

            string color = useable ? "Blue" : "Grey";

            Uses.SetColor(Global.Content, color);
            Slash.SetColor(Global.Content, color);
            Use_Max.SetColor(Global.Content, color);
        }
예제 #26
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        public override void set_text_color(bool useable)
        {
            base.set_text_color(useable);

            string fontColor = useable ? "Blue" : "Grey";

            Uses.SetColor(Global.Content, fontColor);
            Slash.SetColor(Global.Content, fontColor);
            Use_Max.SetColor(Global.Content, fontColor);
        }
예제 #27
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        sealed public override void update()
        {
            base.update();

            Uses.update();
            Slash.update();
            Use_Max.update();

            UpdateSprites();
        }
예제 #28
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 public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset)
 {
     if (Uses != null)
     {
         Uses.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(96, 0) - offset));
         Slash.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(97, 0) - offset));
         Use_Max.draw(sprite_batch, draw_offset - ((this.loc + draw_vector()) + new Vector2(120, 0) - offset));
     }
     base.draw(sprite_batch, draw_offset);
 }
예제 #29
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        public SlashRendererInformation(Slash slash)
        {
            var texture = SimulationGame.ContentManager.Load <Texture2D>(@"Spells\Slash\Slash");
            var sheet   = new Spritesheet.Spritesheet(texture).WithFrameEffect(slash.Flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None).WithGrid((64, 64)).WithCellOrigin(new Point(32, 32)).WithFrameDuration(slash.Duration.TotalMilliseconds / 5);

            slashAnimation = sheet.CreateAnimation((0, 0), (1, 0), (2, 0), (3, 0), (4, 0));
            slashAnimation.Start(Repeat.Mode.Once);

            Angle = slash.Flipped ? slash.Angle - 0.5f * (float)Math.PI : slash.Angle;
        }
예제 #30
0
파일: Weapons.cs 프로젝트: xCosmix/Game
 public Sword()
 {
     name     = "Sword";
     damage   = 1;
     coldDown = 0.3f;
     energy   = 6;
     weight   = 1.0f;
     graphic  = Resources.Load <Sprite>("Sprites/Weapon_Sprites/Sword_sprite");
     action_A = new Slash();
     action_B = new Slash();
 }
예제 #31
0
파일: Weapons.cs 프로젝트: xCosmix/Game
 public Sword()
 {
     name = "Sword";
     damage = 1;
     coldDown = 0.3f;
     energy = 6;
     weight = 1.0f;
     graphic = Resources.Load<Sprite>("Sprites/Weapon_Sprites/Sword_sprite");
     action_A = new Slash();
     action_B = new Slash();
 }