public static Character.Iactor CreateCharacter(CharacterEnums.CharacterType characterType, int MobTypeID = 0) { Character.Iactor character = null; switch (characterType) { case CharacterType.NPC: if (MobTypeID != 0) { character = CreateNPCCharacter(MobTypeID); } else { character = CreateNPCCharacterHusk(); } break; case CharacterType.PLAYER: character = new Character.Character(); break; default: character = null; break; } return(character); }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // TODO: create inventory system Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Races.Elf, Alignments.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Races.Orc, Alignments.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Races.Orc, Alignments.NeutralEvil); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving player"); PersistentData.PersistentData.Serialize <Character.Character>(player, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
private void RemoveBonus(Character.Character c, BonusSpell.BONUS_TYPE bonusType, int bonusValue) { switch (bonusType) { case BonusSpell.BONUS_TYPE.Health: c.CurLife -= bonusValue; break; case BonusSpell.BONUS_TYPE.Mana: c.CurMana -= bonusValue; break; case BonusSpell.BONUS_TYPE.Strength: c.Strength -= bonusValue; c.RecalculateCharacterStats(); break; case BonusSpell.BONUS_TYPE.Constitution: c.Constitution -= bonusValue; c.RecalculateCharacterStats(); break; case BonusSpell.BONUS_TYPE.AtkSpeed: c.AttackSpeed -= bonusValue; break; default: break; } }
private IEnumerator TemporaryBonusEffect(Character.Character c, BonusSpell spell) { ApplyBonus(c, spell.bonusType, spell.bonusValue); yield return(new WaitForSeconds(spell.duration)); RemoveBonus(c, spell.bonusType, spell.bonusValue); }
public void AddAlteration(int _strenght, int _constitution, int _intelligence, int _dexterity, float _time, Character.Character character) { GameObject alteration; if (_strenght > 0) { alteration = CreateAlteration(_strenght, 0, 0, 0, _time, character); alteration.transform.parent = strenghtPotions.transform; } if (_constitution > 0) { alteration = CreateAlteration(0, _constitution, 0, 0, _time, character); alteration.transform.parent = constitutionPotions.transform; } if (_intelligence > 0) { alteration = CreateAlteration(0, 0, _intelligence, 0, _time, character); alteration.transform.parent = intelligencePotions.transform; } if (_dexterity > 0) { alteration = CreateAlteration(0, 0, 0, _dexterity, _time, character); alteration.transform.parent = dexterityPotions.transform; } }
public void Launch(Character.Character character, Vector3 dir) { transform.forward = dir; transform.RotateAround(transform.position, character.transform.right, 90f); direction = dir; thrower = character; weaponState = THROWINGWEAPONSTATES.Launch; }
private void OnCollisionEnter(Collision collision) { Character.Character target = collision.gameObject.GetComponent <Character.Character>(); if (target != null) { target.UndergoAttack(spell.damage, FindObjectOfType <Player>()); } OnEndOfLife(); }
public GameObject CreateAlteration(int _strenght, int _constitution, int _intelligence, int _dexterity, float _time, Character.Character character) { GameObject alteration = Instantiate(alterationPrefab); alteration.GetComponent <Alteration>().Init(_strenght, _constitution, _intelligence, _dexterity, _time, character); return(alteration); }
public void AddEnemyTest() { CharacterManager characterManager = CharacterManager.Instance; Character.Character enemyOne = new Character.Character(50, Races.Orc, Alignments.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Races.Orc, Alignments.NeutralEvil); characterManager.AddNPC(enemyOne); characterManager.AddNPC(enemyTwo); characterManager.RemoveNPC(enemyTwo); Assert.IsTrue(characterManager.GetNPCListSizeTest() == 1); }
public static void SavePlayer(Character.Character character, PlayerController playerController) { var formatter = new BinaryFormatter(); var path = Application.persistentDataPath + "/playerStats.fun"; var stream = new FileStream(path, FileMode.Create); var data = new PlayerData(character, playerController); formatter.Serialize(stream, data); stream.Close(); }
private void BonusSpellEffect(BonusSpell spell) { Character.Character charac = FindObjectOfType <Character.Character>(); if (spell.isPermanent) { ApplyBonus(charac, spell.bonusType, spell.bonusValue); } else { TemporaryBonusEffect(charac, spell); } }
public override void Cast(Character character, float mouseX, float mouseY) { if (character.Stats.Mana >= this.ManaCost) { character.DecreaseMana(this.ManaCost); var rad = Math.Atan2( mouseY - character.BoundingBox.Top, mouseX - character.BoundingBox.Left); var deltaX = (float)Math.Cos(rad); var deltaY = (float)Math.Sin(rad); Sprite projSprite = new Sprite(new Texture(this.Directory)) { Rotation = (float)(rad * 180 / Math.PI) }; Projectile projectile = new Projectile(new SpriteSheet(projSprite), character.BoundingBox.Left, character.BoundingBox.Top - 10, deltaX, deltaY, Program.MovementModifier); } }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // TODO: create inventory system Inventory.Inventory mInv = new Inventory.Inventory(10); mInv.Add(new Item("Dai-Ryumyaku Jufuku of Fending", 1, ItemType.equipment)); mInv.Add(new Item("Max Potion", 1, ItemType.consumable)); mInv.Add(new Item("Max Ether", 1, ItemType.consumable)); mInv.Add(new Item("Diamond Sword", 1, ItemType.equipment)); mInv.Add(new Item("Diamond Shield", 1, ItemType.equipment)); mInv.Add(new Item("Silvergrace Earrings of Fending", 1, ItemType.equipment)); mInv.Add(new Item("Aether Compass", 1, ItemType.key)); mInv.Add(new Item("Empty Dalmascan Wine Bottle", 1, ItemType.key)); mInv.Add(new Item("Pazuzu Feather", 1, ItemType.key)); mInv.PrintInventory(); Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Race.Elf, Alignment.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Race.Orc, Alignment.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Race.Orc, Alignment.NeutralEvil); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving players and Enemys"); PersistentData.PersistentData.Serialize <CharacterManager>(characterManager, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
private void OnCollisionEnter(Collision collision) { if (weaponState == THROWINGWEAPONSTATES.Launch) { if (collision.gameObject.layer == LayerMask.NameToLayer("Character") && collision.gameObject.name != thrower.name) { Character.Character touchedCharac = collision.gameObject.GetComponent <Character.Character>(); touchedCharac.UndergoAttack(thrower.MakeDamage(), thrower); } else if (collision.gameObject.tag == "Wall") { Destroy(gameObject); } } }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // Creates an inventory and items Console.WriteLine("Initializing Inventory..."); Inventory.Inventory inventory = new Inventory.Inventory(10); Item sword = new Item("Sword", 3, ItemType.equipment); Item potion = new Item("Potion", 2, ItemType.consumable); Item map = new Item("Map", 0, ItemType.key); // adds items into inventory Console.WriteLine("Filling Inventory..."); inventory.Add(sword); inventory.Add(potion); inventory.Add(map); Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Races.Elf, Alignments.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Races.Orc, Alignments.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Races.Orc, Alignments.NeutralEvil); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving player"); PersistentData.PersistentData.Serialize <Character.Character>(player, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // TODO: create inventory system Inventory.Inventory inventory = new Inventory.Inventory(5); Item item = new Item("A", 1, ItemType.consumable); Item item2 = new Item("B", 2, ItemType.consumable); Item item3 = new Item("C", 3, ItemType.consumable); Item item4 = new Item("D", 4, ItemType.consumable); inventory.Add(item); inventory.Add(item2); inventory.Add(item3); inventory.Add(item4); Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Races.Elf, Alignments.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Races.Orc, Alignments.ChaoticEvil, "1", "masculine"); Character.Character enemyTwo = new Character.Character(50, Races.Orc, Alignments.NeutralEvil, "2", "masculine"); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving player"); PersistentData.PersistentData.Serialize <Character.Character>(player, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // TODO: create inventory system Console.WriteLine("Initializing Character Manager"); Character.Character player = new Character.Character(100, Race.Elf, Alignment.Neutral); CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Race.Orc, Alignment.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Race.Orc, Alignment.NeutralEvil); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system Console.ReadKey(); }
public static Character.Iactor CreateCharacter(CharacterEnums.CharacterType characterType, int MobTypeID = 0) { Character.Iactor character = null; switch (characterType) { case CharacterType.NPC: if (MobTypeID != 0) { character = CreateNPCCharacter(MobTypeID); } else { character = CreateNPCCharacterHusk(); } break; case CharacterType.PLAYER: character = new Character.Character(); break; default: character = null; break; } return character; }
// Update is called once per frame private void Awake() { enemy = GetComponent <Character.Character>(); }
private Character charac; // parent of the attack zone private void Awake() { charac = transform.parent.GetComponent <Character>(); }
public abstract void Cast(Character character, float x, float y);
public void RestoreHealthTest() { Character.Character player = new Character.Character(100, Races.Elf, Alignments.Neutral); player.RestoreHealth(10); Assert.IsTrue(player.GetHealth() == 110); }
public void TakeDamageTest() { Character.Character player = new Character.Character(100, Races.Elf, Alignments.Neutral); player.TakeDamage(10); Assert.IsTrue(player.GetHealth() == 90); }
public virtual void Learn(Character character) { if (character.UnlockedTiers.Contains(this.tier) && !character.UnlockedSkills.Contains(this)) { character.UnlockedSkills.Add(this); } }
/// <summary> /// Deep copy constructor /// </summary> /// <param name="copy"></param> public Character(Character copy) { //copy constructor Class = copy.Class; Race = copy.Race; Gender = copy.Gender; SkinColor = copy.SkinColor; SkinType = copy.SkinType; HairColor = copy.HairColor; EyeColor = copy.EyeColor; Build = copy.Build; _koCount = new Tuple<int, DateTime>(0, DateTime.Now); _actionState = CharacterActionState.None; _stanceState = CharacterStanceState.Standing; _primaryLanguage = copy._primaryLanguage; KnownLanguages = new HashSet<Languages>(); foreach (Languages lang in copy.KnownLanguages) { KnownLanguages.Add(lang); } FirstName = copy.FirstName; LastName = copy.LastName; Description = copy.Description; Age = copy.Age; //Do we want an age? And are we going to advance it every in game year? Players could be 400+ years old rather quick. Weight = copy.Weight; //pounds or kilos? Height = copy.Height; //inches or centimeters? Location = "A1000"; InCombat = false; LastCombatTime = DateTime.MinValue.ToUniversalTime(); IsNPC = false; Leveled = false; NextLevelExperience = 300; Level = 1; Experience = 0; PointsToSpend = 0; MainHand = "WIELD_RIGHT"; Attributes = new List<Attribute>(); foreach (var attrib in copy.Attributes){ Attributes.Add(attrib); } SubAttributes = new Dictionary<string, double>(); foreach (KeyValuePair<string, double> subAttrib in copy.SubAttributes) { SubAttributes.Add(subAttrib.Key, subAttrib.Value); } Inventory = new Inventory(); this.Save(); }
public void CreatCharacter() { Character.Character player = new Character.Character(100, Race.Elf, Alignment.Neutral); Assert.NotNull(player); }