상속: MonoBehaviour
예제 #1
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 public static string toString(Wood wood) {
     switch (wood)
     {
         case Wood.INDIAN_ROSEWOOD:
             return "Indian Rosewood";
         case Wood.BRAZILIAN_ROSEWOOD:
             return "Brazilian Rosewood";
         case Wood.MAHOGANY:
             return "Mahogany";
         case Wood.MAPLE:
             return "Maple";
         case Wood.COCOBOLO:
             return "Cocobolo";
         case Wood.CEDAR:
             return "Cedar";
         case Wood.ADIRONDACK:
             return "Adirondack";
         case Wood.ALDER:
             return "Alder";
         case Wood.SITKA:
             return "Sitka";
         default:
             return null;
     }
 }
예제 #2
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        public GuitarSpec(Builder builder, string model, Typeg type,
			int numStrings, Wood backWood, Wood topWood)
            : base(builder,model,type,
				backWood,topWood)
        {
            this.numStrings = numStrings;
        }
예제 #3
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 //constructor
 public Lot(Wood wood, LotSize size, int pieces, decimal price)
 {
     this.Id = IdGenerator.GetId();
     this.Wood = wood;
     this.Size = size;
     this.Pieces = pieces;
     this.Price = price;
 }
예제 #4
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        public Guitar(string serialNumber, double price,
			Builder builder, string model, Typeg type,
			Wood backWood, Wood topWood)
        {
            this.serialNumber = serialNumber;
            this.price = price;
            this.guitarSpec = new GuitarSpec (builder, model, type, backWood, topWood);
        }
예제 #5
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        public void addGuitar(string serialNumber, double price,
			Builder builder, string model,
			Typeg type, Wood backWood, Wood topWood)
        {
            Guitar guitar = new Guitar(serialNumber, price, builder,
                model, type, backWood, topWood);

            guitars.Add(guitar);
        }
예제 #6
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        public InstrumentSpec(Builder builder, string model, Typeg type,
			Wood backWood, Wood topWood)
        {
            this.builder = builder.ToString();
            this.model = model;
            this.type = type.ToString();
            this.backWood = backWood.ToString();
            this.topWood = topWood.ToString();
        }
예제 #7
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 public GuitarSpec(Builder builder, string model, Type type, Wood backwood, Wood topwood, int numStrings)
 {
     this.builder = builder;
     this.model = model;
     this.type = type;
     this.backwood = backwood;
     this.topwood = topwood;
     this.numStrings = numStrings;
 }
예제 #8
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 public MandolinSpec(Builder builder,
                     string model,
                     Type type,
                     Wood backWood,
                     Wood topWood,
                     Style style)
     :base(builder, model, type, backWood, topWood)
 {
     this.style = style;
 }
 public GuitarSpec(Builder builder, string model, Type type, int numString,
             Wood backWood, Wood topWood)
 {
     this.Builder = builder;
     this.Model = model;
     this.Type = type;
     this.NumStrings = numString;
     this.BackWood = backWood;
     this.TopWood = topWood;
 }
예제 #10
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 private Lot BasicLotCreator(Wood wood)
 {
     switch (wood)
     {
         case Wood.Buk: return new BukLot(new LotSize(), 0, 0);
         case Wood.Dub: return new DubLot(new LotSize(), 0, 0);
         case Wood.Yavor: return new YavorLot(new LotSize(), 0, 0);
         case Wood.Yasen: return new YasenLot(new LotSize(), 0, 0);
         default: throw new ArgumentException("Invalid wood type");
     }
 }
예제 #11
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 public InstrumentSpec(Builder builder,
                         string model,
                         Type type,
                         Wood backWood,
                         Wood topWood)
 {
     this.builder = builder;
     this.model = model;
     this.type = type;
     this.backWood = backWood;
     this.topWood = topWood;
 }
        protected override Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item)
        {
            switch (itemTypeString)
            {
                case "weapon": item = new Weapon(itemNameString, itemLocation); break;
                case "iron": item = new Iron(itemNameString, itemLocation); break;
                case "wood": item = new Wood(itemNameString, itemLocation); break;
                default: return base.CreateItem(itemTypeString, itemNameString, itemLocation, item);
            }

            return item;
        }
예제 #13
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        public Guitar(string serialNumber, double price,
			Builder builder, string model, Typeg type,
			Wood backWood, Wood topWood)
        {
            this.serialNumber = serialNumber;
            this.price = price;
            this.builder = builder.ToString();
            this.model = model;
            this.type = type.ToString();
            this.backWood = backWood.ToString();
            this.topWood = topWood.ToString();
        }
예제 #14
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        private Dictionary <string, int> CalcPrimary()
        {
            Dictionary <string, int> primary = new Dictionary <string, int>();

            primary.Add("Thatch", 0);
            primary.Add("Fiber", 0);
            primary.Add("Wood", 0);
            primary.Add("Stone", 0);
            primary.Add("Metal", 0);
            primary.Add("Paste", 0);
            primary.Add("Polymer", 0);
            primary.Add("Crystal", 0);
            primary.Add("Element", 0);

            Dictionary <string, int> Foundation  = new Dictionary <string, int>();
            Dictionary <string, int> Walls       = new Dictionary <string, int>();
            Dictionary <string, int> Ceiling     = new Dictionary <string, int>();
            Dictionary <string, int> Doorframe   = new Dictionary <string, int>();
            Dictionary <string, int> Door        = new Dictionary <string, int>();
            Dictionary <string, int> Windowframe = new Dictionary <string, int>();
            Dictionary <string, int> Window      = new Dictionary <string, int>();

            switch (primaryMaterial)
            {
            case "Thatch":
            {
                Thatch materialCost = new Thatch();
                Foundation = materialCost.Foundation;
                Walls      = materialCost.Wall;
                Ceiling    = materialCost.Ceiling;
                Doorframe  = materialCost.Doorframe;
                Door       = materialCost.Door;
                break;
            }

            case "Wood":
            {
                Wood materialCost = new Wood();
                Foundation  = materialCost.Foundation;
                Walls       = materialCost.Wall;
                Ceiling     = materialCost.Ceiling;
                Doorframe   = materialCost.Doorframe;
                Door        = materialCost.Door;
                Windowframe = materialCost.Windowframe;
                Window      = materialCost.Window;
                break;
            }

            case "Stone":
            {
                Stone materialCost = new Stone();
                Foundation  = materialCost.Foundation;
                Walls       = materialCost.Wall;
                Ceiling     = materialCost.Ceiling;
                Doorframe   = materialCost.Doorframe;
                Door        = materialCost.Door;
                Windowframe = materialCost.Windowframe;
                Window      = materialCost.Window;
                break;
            }

            case "Metal":
            {
                Metal materialCost = new Metal();
                Foundation  = materialCost.Foundation;
                Walls       = materialCost.Wall;
                Ceiling     = materialCost.Ceiling;
                Doorframe   = materialCost.Doorframe;
                Door        = materialCost.Door;
                Windowframe = materialCost.Windowframe;
                Window      = materialCost.Window;
                break;
            }

            case "Tek":
            {
                Tek materialCost = new Tek();
                Foundation  = materialCost.Foundation;
                Walls       = materialCost.Wall;
                Ceiling     = materialCost.Ceiling;
                Doorframe   = materialCost.Doorframe;
                Door        = materialCost.Door;
                Windowframe = materialCost.Windowframe;
                Window      = materialCost.Window;
                break;
            }
            }

            foreach (KeyValuePair <string, int> kv in Foundation)
            {
                primary[kv.Key] += kv.Value * foundation;
            }

            foreach (KeyValuePair <string, int> kv in Walls)
            {
                primary[kv.Key] += kv.Value * walls;
            }

            foreach (KeyValuePair <string, int> kv in Ceiling)
            {
                primary[kv.Key] += kv.Value * roof;
            }

            foreach (KeyValuePair <string, int> kv in Doorframe)
            {
                primary[kv.Key] += kv.Value * doors;
            }

            foreach (KeyValuePair <string, int> kv in Door)
            {
                primary[kv.Key] += kv.Value * doors;
            }

            if (primaryMaterial != "Thatch")
            {
                foreach (KeyValuePair <string, int> kv in Windowframe)
                {
                    primary[kv.Key] += kv.Value * windows;
                }

                foreach (KeyValuePair <string, int> kv in Window)
                {
                    primary[kv.Key] += kv.Value * windows;
                }
            }

            return(primary);
        }
예제 #15
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 private void updateWoodDisplay()
 {
     woodDisplay.text = Wood.ToString();
 }
예제 #16
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 public GuitarSpec(Builder builder, string model, Type type, int numStrings, Wood backWood, Wood topWood)
 {
     Builder    = builder;
     Model      = model;
     Type       = type;
     NumStrings = numStrings;
     BackWood   = backWood;
     TopWood    = topWood;
 }
예제 #17
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 public Guitar(String serialNumber, double price, Builder builder, string model, Type type, Wood backWood, Wood topWood)
 {
     this.serialNumber = serialNumber;
     this.price        = price;
     spec = new GuitarSpec(builder, model, type, backWood, topWood);
 }
예제 #18
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 public MandolinSpec(Builder builder, string model, Type type, Style style, Wood backwood, Wood topWood)
 {
     this.style = style;
 }
예제 #19
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        private Dictionary <string, int> CalcSecondary()
        {
            Dictionary <string, int> secondary = new Dictionary <string, int>();

            secondary.Add("Thatch", 0);
            secondary.Add("Fiber", 0);
            secondary.Add("Wood", 0);
            secondary.Add("Stone", 0);
            secondary.Add("Metal", 0);
            secondary.Add("Paste", 0);
            secondary.Add("Polymer", 0);
            secondary.Add("Crystal", 0);
            secondary.Add("Element", 0);

            Dictionary <string, int> Ceiling = new Dictionary <string, int>();

            switch (secondaryMaterial)
            {
            case "Thatch":
            {
                Thatch materialCost = new Thatch();
                Ceiling = materialCost.Ceiling;
                break;
            }

            case "Wood":
            {
                Wood materialCost = new Wood();
                Ceiling = materialCost.Ceiling;
                break;
            }

            case "Stone":
            {
                Stone materialCost = new Stone();
                Ceiling = materialCost.Ceiling;
                break;
            }

            case "Metal":
            {
                Metal materialCost = new Metal();
                Ceiling = materialCost.Ceiling;
                break;
            }

            case "Tek":
            {
                Tek materialCost = new Tek();
                Ceiling = materialCost.Ceiling;
                break;
            }
            }

            foreach (KeyValuePair <string, int> kv in Ceiling)
            {
                secondary[kv.Key] += kv.Value * foundation * (floors - 1);
            }

            return(secondary);
        }
예제 #20
0
    private void PlayerMoveUpdate()
    {
        if (playerManager.GetPlayerMode() == 1)//プレイヤーが移動待機状態なら
        {
            Vector2 playerDestination = mapManager.GetFindPoint((int)playerManager.GetPlayerMapPoint().y,
                                                                (int)playerManager.GetPlayerMapPoint().x,
                                                                playerManager.GetPlayerDirection(), 1); //プレイヤーの移動先のポイントを取得
            Wood nowPointWood         = null;                                                           //現在地の木
            Wood destinationPointWood = null;                                                           //移動先の木
            if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()))                                 //プレイヤーが木に乗っていたら
            {
                nowPointWood = woodManager.GetIncludedPointWood(playerManager.GetPlayerMapPoint());     //乗っている木を取得
            }
            if (mapManager.IsOnWood(playerDestination))                                                 //移動先に木があるなら
            {
                destinationPointWood = woodManager.GetIncludedPointWood(playerDestination);             //移動先の木を取得
            }



            //ここからそもそも移動が出来る状態か判断


            if (!mapManager.IsOnWood(playerManager.GetPlayerMapPoint()))                             //プレイヤーが丸太に乗っていない時
            {
                if (mapManager.IsOnWood(playerDestination) && mapManager.IsRiver(playerDestination)) //移動先が丸太かつ川なら
                {
                    if (destinationPointWood.GetState() == 3)                                        //丸太が流れているなら
                    {
                        playerManager.PlayerStop();                                                  //プレイヤーを止めて
                        return;                                                                      //移動しない
                    }

                    if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //方向軸が違うなら
                    {
                        foreach (Vector2 dwp in destinationPointWood.GetMapPoints())                                    //その丸太が一か所でも
                        {
                            if (!mapManager.IsRiver(dwp))                                                               //川でないマスがあれば(全て川に入って無ければ)
                            {
                                playerManager.PlayerStop();                                                             //プレイヤーを止めて
                                return;                                                                                 //移動しない
                            }
                        }
                    }
                }
            }
            if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()))                                             //プレイヤーが丸太に乗っていたら
            {
                foreach (Vector2 nwp in nowPointWood.GetMapPoints())                                                //プレイヤーの乗る丸太が一か所でも
                {
                    if (!mapManager.IsRiver(nwp))                                                                   //川でないマスがあれば(全て川に入って無ければ)
                    {
                        if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), nowPointWood.GetDirection())) //軸が違えば
                        {
                            playerManager.PlayerStop();                                                             //プレイヤーを止めて
                            return;                                                                                 //移動しない
                        }
                    }
                }

                if (mapManager.IsRiver(playerDestination))                                                                              //移動先が川で
                {
                    if (mapManager.IsOnWood(playerDestination))                                                                         //丸太があるなら
                    {
                        if (destinationPointWood != nowPointWood)                                                                       //その丸太が今乗っている丸太と違うなら
                        {
                            if (destinationPointWood.GetState() == 3)                                                                   //丸太が流れているなら
                            {
                                playerManager.PlayerStop();                                                                             //プレイヤーを止めて
                                return;                                                                                                 //移動しない
                            }
                            foreach (Vector2 dwp in destinationPointWood.GetMapPoints())                                                //その丸太が一か所でも
                            {
                                if (!mapManager.IsRiver(dwp))                                                                           //川でないマスがあれば(全て川に入って無ければ)
                                {
                                    if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //軸が違うなら
                                    {
                                        playerManager.PlayerStop();                                                                     //プレイヤーを止めて
                                        return;                                                                                         //移動しない
                                    }
                                }
                            }
                        }
                    }
                }
            }

            //ここから移動したいマスに侵入できるかの判断

            if (mapManager.IsPlayerEnterMapchip(playerManager.GetPlayerDirection(), playerManager.GetPlayerMapPoint()))//移動したいマスにプレイヤーが侵入できるなら
            {
                if (nowPointWood != destinationPointWood || (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()) && mapManager.IsRiver(playerManager.GetPlayerMapPoint())))
                {
                    if (mapManager.IsOnWood(playerDestination) && !mapManager.IsRiver(playerDestination))//移動先に丸太があって川でないなら
                    {
                        //Debug.Log("PlayerDestinationOnWood");
                        destinationPointWood = woodManager.GetIncludedPointWood(playerDestination);                                                                                                                //その丸太を取得
                                                                                                                                                                                                                   //Debug.Log(dw);
                        if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection()))                                                                                        //プレイヤーの移動方向軸と丸太の方向軸が違うなら
                        {
                            for (int i = 0; i < destinationPointWood.GetLength(); i++)                                                                                                                             //丸太の長さ分
                            {
                                Vector2 woodPoint       = mapManager.GetFindPoint((int)destinationPointWood.GetRootPoint().y, (int)destinationPointWood.GetRootPoint().x, destinationPointWood.GetDirection(), i); //丸太のマス一つ分の現在地マス
                                Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoint.y, (int)woodPoint.x, playerManager.GetPlayerDirection(), 1);                                                      //丸太のマスの移動先1マス
                                if (!mapManager.IsCanEnterWood(woodDistination))                                                                                                                                   //1マスでも丸太が侵入できないますがあれば
                                {
                                    playerManager.PlayerStop();                                                                                                                                                    //プレイヤーを止めて
                                                                                                                                                                                                                   //Debug.Log("Return");
                                    return;                                                                                                                                                                        //移動しない
                                }
                            }
                            //ここまでくると丸太移動が出来ることが確定
                            destinationPointWood.MoveSet(playerManager.GetPlayerDirection()); //丸太をプレイヤーの移動方向へ移動させる
                            Vector2 dwRootPoint = destinationPointWood.GetRootPoint();        //丸太の根本のマス目を取得
                            for (int i = 0; i < destinationPointWood.GetLength(); i++)        //その丸太全てに対し
                            {
                                Vector2 woodPoint       = mapManager.GetFindPoint((int)dwRootPoint.y, (int)dwRootPoint.x, destinationPointWood.GetDirection(), i);
                                Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoint.y, (int)woodPoint.x, playerManager.GetPlayerDirection(), 1);
                                destinationPointWood.ChangeMapPoints(i, woodDistination);                //丸太に自身の場所データを変更させる
                                mapManager.RemoveWood(woodPoint);                                        //もともと乗っていたマス目を乗っていないことに
                                                                                                         //Debug.Log("woodPoint:" + woodPoint);
                                                                                                         //Debug.Log("woodDistination:" + woodDistination);
                                mapManager.OnWood(woodDistination, destinationPointWood.GetDirection()); //移動先のマス目に乗っているように
                            }
                            if (playerManager.GetPlayerDirection() != Direction.DirectionState.Up)       //上に行かないなら
                            {
                                destinationPointWood.ChangeLayer();                                      //丸太のレイヤーを変更
                            }
                        }
                    }
                }
                if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()) && !mapManager.IsOnWood(playerDestination))
                {
                    playerManager.PlayerOffsetRemove();
                }
                if (mapManager.IsOnWood(playerDestination) && !mapManager.IsOnWood(playerManager.GetPlayerMapPoint()))
                {
                    playerManager.PlayerOffsetAdd();
                }
                playerManager.PlayerMoveStart();//プレイヤー移動開始
                if (playerManager.GetPlayerDirection() != Direction.DirectionState.Up)
                {
                    playerManager.ChangePlayerLayer();
                    if (destinationPointWood != null)
                    {
                        playerManager.SetPlayerLayer(destinationPointWood.GetMaxPointHeight());
                    }
                }
            }
            else//移動したいマスにプレイヤーが移動出来ないなら
            {
                playerManager.PlayerStop();//プレイヤーを止める
            }
        }
    }
예제 #21
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 public Ship()
 {
     keyItem = new Wood();
 }
예제 #22
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 public GuitarSpec(Builder builder, string model, Type type, int numstring, Wood backwood,
                   Wood topwood)
 {
     _numstring = numstring;
 }
예제 #23
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 public GuitarSpec(Builder builder, String model, Type type, int numStrings, Wood backWood, Wood topWood)
 {
     this.builder    = builder;
     this.model      = model;
     this.type       = type;
     this.numStrings = numStrings;
     this.backWood   = backWood;
     this.topWood    = topWood;
 }
예제 #24
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        public void AddGuitar(String serialNumber, double price, Builder builder, String model, Type type, Wood backWood, Wood topWood, int numStrings)
        {
            GuitarSpec guitarSpec = new GuitarSpec(type, builder, backWood, topWood, model, numStrings);
            Guitar     guitar     = new Guitar(serialNumber, price, guitarSpec);

            guitars.Add(guitar);
        }
예제 #25
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파일: BOI.cs 프로젝트: thalber/BOI
        //deletes Pubstunt and mixmods from where they shouldn't be
        private void Rootout()
        {
            string[] patchfoldercontents  = Directory.GetFiles(PatchesFolder);
            string[] pluginfoldercontents = Directory.GetFiles(PluginsFolder);
            foreach (string s in patchfoldercontents)
            {
                var fi = new FileInfo(s);
                if (fi.Extension == ".dll" && !fi.Attributes.HasFlag(FileAttributes.ReparsePoint))
                {
                    if (AintThisPS(s))
                    {
                        PubstuntFound = true;
                        Wood.WriteLine("Located PublicityStunt in active Plugins folder, removing.");
                        File.Delete(s);
                    }
                    else
                    {
                        ModRelay.ModType mt = ModRelay.GetModType(s);
                        if (!(mt == ModRelay.ModType.Patch || mt == ModRelay.ModType.Invalid) && !patchBlacklist.Contains(s) && !fi.Attributes.HasFlag(FileAttributes.ReparsePoint))
                        {
                            Wood.WriteLine("Found a misplaced mod in Patches folder: " + fi.Name + "; Type: " + mt.ToString());
                            if (File.Exists(ModFolder + PtModData.GiveMeBackMyName(fi.Name)))
                            {
                                File.Delete(s);
                            }
                            else
                            {
                                File.Move(s, ModFolder + PtModData.GiveMeBackMyName(fi.Name));
                            }
                        }
                    }
                }
            }
            foreach (string s in pluginfoldercontents)
            {
                var fi = new FileInfo(s);
                if (fi.Extension == ".dll" && !pluginBlacklist.Contains(s) && !fi.Attributes.HasFlag(FileAttributes.ReparsePoint))
                {
                    if (AintThisPS(s))
                    {
                        File.Delete(s);
                        Wood.WriteLine("Located PublicityStunt in active Plugins folder, removing.");
                        PubstuntFound = true;
                    }
                    else
                    {
                        ModRelay.ModType mt = ModRelay.GetModType(s);

                        if (mt == ModRelay.ModType.Patch || mt == ModRelay.ModType.Invalid)
                        {
                            Wood.WriteLine("Found a misplaced mod in Plugins folder: " + fi.Name + "; Type: " + mt.ToString());
                            if (File.Exists(ModFolder + PtModData.GiveMeBackMyName(fi.Name)))
                            {
                                File.Delete(s);
                                Wood.WriteLine("Duplicate exists in Mods folder, deleting.");
                            }
                            else
                            {
                                Wood.WriteLine("Moving to Mods folder.");
                                File.Move(s, ModFolder + PtModData.GiveMeBackMyName(fi.Name));
                            }
                        }
                    }
                }
            }
        }
예제 #26
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        //by木材追加 長谷川修一 10/27
        /// <summary>
        /// ギミック設置
        /// </summary>
        /// <param name="mapdata">マップデータの二元配列</param>
        /// <param name="MapThings">マップ上の物のList</param>
        public static void CreateGimmicks(int[,] mapdata, List <GameObject> MapThings)
        {
            for (int i = 0; i < mapdata.GetLength(0); i++)
            {
                for (int j = 0; j < mapdata.GetLength(1); j++)
                {
                    switch (mapdata[i, j])
                    {
                    case (int)GimmickType.ICE:
                    {
                        Ice ice = new Ice(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(ice);
                        break;
                    }

                    case (int)GimmickType.IRON:
                    {
                        Iron iron = new Iron(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(iron);
                        break;
                    }

                    case (int)GimmickType.LIGHT:
                    {
                        Light light = new Light(new Vector2(j * 64, i * 64));
                        MapThings.Add(light);
                        break;
                    }

                    case (int)GimmickType.STRAW:
                    {
                        Straw straw = new Straw(new Vector2(j * 64, i * 64));
                        MapThings.Add(straw);
                        break;
                    }

                    case (int)GimmickType.COAL:
                    {
                        Coal coal = new Coal(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(coal);
                        break;
                    }

                    case (int)GimmickType.GOAL:
                    {
                        Goal goal = new Goal(new Vector2(j * 64, i * 64));
                        MapThings.Add(goal);
                        break;
                    }

                    case (int)GimmickType.WATER:
                    {
                        Water water = new Water(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(water);
                        break;
                    }

                    case (int)GimmickType.WOOD:
                    {
                        Wood wood = new Wood(new Vector2(j * 64, i * 64));
                        MapThings.Add(wood);
                        break;
                    }

                    case (int)GimmickType.TREE:
                    {
                        Tree tree = new Tree(new Vector2(j * 64, i * 64));
                        MapThings.Add(tree);
                        break;
                    }

                    case (int)GimmickType.SAND:
                    {
                        Sand sand = new Sand(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(sand);
                        break;
                    }

                    case (int)GimmickType.BALLOON:
                    {
                        Balloon balloon = new Balloon(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(balloon);
                        break;
                    }
                    }
                }
            }
        }
        private void HandleGatherInteraction(string[] commandWords, Person actor)
        {
            string gatherItemName = commandWords[2];
            Item newItem = null;

            if (actor.Location.LocationType == LocationType.Forest)
            {
                bool hasWeapon = false;

                foreach (var item in actor.ListInventory())
                {
                    if (item.ItemType == ItemType.Weapon)
                    {
                        hasWeapon = true;
                        break;
                    }
                }

                if (hasWeapon)
                {
                    newItem = new Wood(gatherItemName);
                    this.AddToPerson(actor, newItem);
                    newItem.UpdateWithInteraction("gather");
                }
            }
            else if (actor.Location.LocationType == LocationType.Mine)
            {
                bool hasArmor = false;

                foreach (var item in actor.ListInventory())
                {
                    if (item.ItemType == ItemType.Armor)
                    {
                        hasArmor = true;
                        break;
                    }
                }

                if (hasArmor)
                {
                    newItem = new Iron(gatherItemName);
                    this.AddToPerson(actor, newItem);
                    newItem.UpdateWithInteraction("gather");
                }
            }
        }
 public BoatFactory MakeSmallBoat(Wood wood, Axe axe)
 {
     return(Initialize());
 }
예제 #29
0
 private void Start()
 {
     Wood = FindObjectOfType <Wood>();
     TurnManager.newDayCallback += NewDay;
     GetComponent <Animator>().SetBool("Fire", true);
 }
예제 #30
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 public GuitarSpec(Builder builder, string model, Type type, int numstring, Wood backwood, Wood topwood)
 {
     _builder   = builder;
     _model     = model;
     _type      = type;
     _numstring = numstring;
     _backwood  = backwood;
     _topwood   = topwood;
 }
예제 #31
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        protected override void ReadDataXML(XElement ele, ElderScrollsPlugin master)
        {
            XElement subEle;

            if (ele.TryPathTo("Stone", false, out subEle))
            {
                Stone.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Dirt", false, out subEle))
            {
                Dirt.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Grass", false, out subEle))
            {
                Grass.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Glass", false, out subEle))
            {
                Glass.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Metal", false, out subEle))
            {
                Metal.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Wood", false, out subEle))
            {
                Wood.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Organic", false, out subEle))
            {
                Organic.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Cloth", false, out subEle))
            {
                Cloth.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("Water", false, out subEle))
            {
                Water.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("HollowMetal", false, out subEle))
            {
                HollowMetal.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("OrganicBug", false, out subEle))
            {
                OrganicBug.ReadXML(subEle, master);
            }

            if (ele.TryPathTo("OrganicGlow", false, out subEle))
            {
                OrganicGlow.ReadXML(subEle, master);
            }
        }
예제 #32
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 public MandolinSpec(Builder builder, string model, Type type, Style style, Wood backwood, Wood topwood) :
     base(builder, model, type, backwood, topwood)
 {
     _style = style;
 }
예제 #33
0
파일: Method.cs 프로젝트: vzmc/TeamWork
        /// <summary>
        /// ギミック設置
        /// by柏 SE実装 2016.12.14
        /// </summary>
        /// <param name="mapdata">マップデータの二元配列</param>
        /// <param name="MapThings">マップ上の物のList</param>
        public static void CreateGimmicks(int[,] mapdata, List <GameObject> MapThings, Sound sound)
        {
            for (int i = 0; i < mapdata.GetLength(0); i++)
            {
                for (int j = 0; j < mapdata.GetLength(1); j++)
                {
                    switch (mapdata[i, j])
                    {
                    case (int)GimmickType.ICE:
                    {
                        Ice ice = new Ice(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(ice);
                        break;
                    }

                    case (int)GimmickType.IRON:
                    {
                        Iron iron = new Iron(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(iron);
                        break;
                    }

                    case (int)GimmickType.LIGHT:
                    {
                        Light light = new Light(new Vector2(j * 64, i * 64));
                        MapThings.Add(light);
                        break;
                    }

                    case (int)GimmickType.STRAW:
                    {
                        Straw straw = new Straw(new Vector2(j * 64, i * 64));
                        MapThings.Add(straw);
                        break;
                    }

                    case (int)GimmickType.COAL:
                    {
                        Coal coal = new Coal(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(coal);
                        break;
                    }

                    case (int)GimmickType.GOAL:
                    {
                        Goal goal = new Goal(new Vector2(j * 64, i * 64), sound);
                        MapThings.Add(goal);
                        break;
                    }

                    case (int)GimmickType.WATER:
                    {
                        Water water = new Water(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(water);
                        break;
                    }

                    case (int)GimmickType.WOOD:
                    {
                        Wood wood = new Wood(new Vector2(j * 64, i * 64));
                        MapThings.Add(wood);
                        break;
                    }

                    case (int)GimmickType.TREE:
                    {
                        Tree tree = new Tree(new Vector2(j * 64, i * 64));
                        MapThings.Add(tree);
                        break;
                    }

                    case (int)GimmickType.SAND:
                    {
                        Sand sand = new Sand(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(sand);
                        break;
                    }

                    case (int)GimmickType.BALLOON:
                    {
                        Balloon balloon = new Balloon(new Vector2(j * 64, i * 64), Vector2.Zero);
                        MapThings.Add(balloon);
                        break;
                    }

                    //葉梨竜太
                    case (int)GimmickType.HIGHLIGHT3:
                    {
                        MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2(j * 64, (i + 3) * 64), Parameter.MoveLightSpeed);
                        MapThings.Add(moveLight);
                        break;
                    }

                    case (int)GimmickType.SIDELIGHT3:
                    {
                        MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2((j + 3) * 64, i * 64), Parameter.MoveLightSpeed);
                        MapThings.Add(moveLight);
                        break;
                    }

                    case (int)GimmickType.HIGHLIGHT5:
                    {
                        MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2(j * 64, (i + 5) * 64), Parameter.MoveLightSpeed);
                        MapThings.Add(moveLight);
                        break;
                    }

                    case (int)GimmickType.SIDELIGHT5:
                    {
                        MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2((j + 5) * 64, i * 64), Parameter.MoveLightSpeed);
                        MapThings.Add(moveLight);
                        break;
                    }

                    case (int)GimmickType.JSIGN:
                    {
                        Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.JSIGN);
                        MapThings.Add(sign);
                        break;
                    }

                    //葉梨竜太 11/30
                    case (int)GimmickType.BOMB:
                    {
                        Bomb bomb = new Bomb(new Vector2(j * 64, i * 64), sound, Vector2.Zero);
                        MapThings.Add(bomb);
                        break;
                    }

                    //葉梨竜太
                    case (int)GimmickType.IGNITER_UR:
                    {
                        Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_UR);
                        MapThings.Add(igniter);
                        break;
                    }

                    case (int)GimmickType.IGNITER_UL:
                    {
                        Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_UL);
                        MapThings.Add(igniter);
                        break;
                    }

                    case (int)GimmickType.IGNITER_DR:
                    {
                        Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_DR);
                        MapThings.Add(igniter);
                        break;
                    }

                    case (int)GimmickType.IGNITER_DL:
                    {
                        Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_DL);
                        MapThings.Add(igniter);
                        break;
                    }

                    case (int)GimmickType.IGNITER_HIGHT:
                    {
                        Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_HIGHT);
                        MapThings.Add(igniter);
                        break;
                    }

                    case (int)GimmickType.IGNITER_SIDE:
                    {
                        Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_SIDE);
                        MapThings.Add(igniter);
                        break;
                    }

                    //葉梨竜太
                    case (int)GimmickType.MSIGN:
                    {
                        Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.MSIGN);
                        MapThings.Add(sign);
                        break;
                    }

                    case (int)GimmickType.RSIGN:
                    {
                        Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.RSIGN);
                        MapThings.Add(sign);
                        break;
                    }

                    case (int)GimmickType.LSIGN:
                    {
                        Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.LSIGN);
                        MapThings.Add(sign);
                        break;
                    }

                    case (int)GimmickType.CSIGN:
                    {
                        Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.CSIGN);
                        MapThings.Add(sign);
                        break;
                    }

                    // 1/13 葉梨竜太
                    case (int)GimmickType.ROCK:
                    {
                        Stone stone = new Stone(new Vector2(j * 64, i * 64));
                        MapThings.Add(stone);
                        break;
                    }
                    }
                }
            }
        }
예제 #34
0
 public virtual void OnWoodCreated(Wood e)
 {
     WoodCreated?.Invoke(this, e);
     App.Config.Woods.Add(e);
     App.RewriteConfig();
 }
예제 #35
0
 private void ExecuteActiveThreat()
 {
     Wood.IncreaseWoodBy(2);
 }