예제 #1
0
 public NoticeImage(Vector2 v2Origin, ItemCodex.ItemTypes enItemType, NoticeImage.ItemNoticeType enNoticeType)
 {
     this.enItemNoticeType = enNoticeType;
     if (enNoticeType == NoticeImage.ItemNoticeType.TreasureChest)
     {
         StaticRenderComponent asd = new StaticRenderComponent();
         this.xTransform = new TransformComponent(v2Origin);
         asd.xTransform = this.xTransform;
         asd.txTexture = ItemCodex.GetItemDescription(enItemType).txDisplayImage;
         asd.v2Offset = Utility.PointToVector2(asd.txTexture);
         asd.fScale = 1f;
         asd.v2OffsetRenderPos = new Vector2(0f, -18f);
         this.iStopFrame = 40;
         this.iFadeFrame = 70;
         this.iFinishFrame = 80;
         this.fMoveSpeed = -0.35f;
         this.xRenderComponent = asd;
         Program.GetTheGame().xRenderMaster.RegisterSortedRenderComponent(this.xRenderComponent);
         return;
     }
     if (enNoticeType == NoticeImage.ItemNoticeType.Digging)
     {
         StaticRenderComponent asd2 = new StaticRenderComponent();
         this.xTransform = new TransformComponent(v2Origin);
         asd2.xTransform = this.xTransform;
         asd2.txTexture = ItemCodex.GetItemDescription(enItemType).txDisplayImage;
         asd2.v2Offset = Utility.PointToVector2(asd2.txTexture);
         asd2.fScale = 1f;
         asd2.v2OffsetRenderPos = new Vector2(0f, -10f);
         this.iFadeInFrame = 40;
         this.iFadeInFinishFrame = 50;
         this.iStopFrame = 50;
         this.iFadeFrame = 100;
         this.iFinishFrame = 110;
         this.fMoveSpeed = -0.35f;
         this.xRenderComponent = asd2;
         Program.GetTheGame().xRenderMaster.RegisterAboveSorted(this.xRenderComponent);
         return;
     }
     if (enNoticeType == NoticeImage.ItemNoticeType.Immediate)
     {
         StaticRenderComponent asd3 = new StaticRenderComponent();
         this.xTransform = new TransformComponent(v2Origin);
         asd3.xTransform = this.xTransform;
         asd3.txTexture = ItemCodex.GetItemDescription(enItemType).txDisplayImage;
         asd3.v2Offset = Utility.PointToVector2(asd3.txTexture);
         asd3.fScale = 1f;
         asd3.v2OffsetRenderPos = new Vector2(0f, -20f);
         this.iFrameCount = 30;
         this.iFadeInFrame = 40;
         this.iFadeInFinishFrame = 50;
         this.iStopFrame = 50;
         this.iFadeFrame = 100;
         this.iFinishFrame = 110;
         this.fMoveSpeed = -0.35f;
         this.xRenderComponent = asd3;
         Program.GetTheGame().xRenderMaster.RegisterAboveSorted(this.xRenderComponent);
     }
 }
예제 #2
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파일: HatInfo.cs 프로젝트: ancientgods/SoG
 public HatInfo.VisualSet GetCurrentSet(ItemCodex.ItemTypes enHairdo)
 {
     if (!this.denxAlternateVisualSets.ContainsKey(enHairdo))
     {
         return this.xDefaultSet;
     }
     return this.denxAlternateVisualSets[enHairdo];
 }
예제 #3
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 public int GetAmount(ItemCodex.ItemTypes enType)
 {
     if (this.denxInventory.ContainsKey(enType))
     {
         return this.denxInventory[enType].iAmount;
     }
     return 0;
 }
예제 #4
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 public void EmptyItem(ItemCodex.ItemTypes enType)
 {
     if (!this.denxInventory.ContainsKey(enType))
     {
         return;
     }
     this.denxInventory[enType].iAmount = 0;
 }
예제 #5
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 public SpecialItemGetWatcher(PlayerView xView, int iDuration, ItemCodex.ItemTypes enType, byte byType)
 {
     this.xView = xView;
     this.iDuration = iDuration;
     this.enType = enType;
     this.byVariant = byType;
     this.enWatcherType = Watcher.WatcherType.ItemGet;
 }
예제 #6
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 public WeaponContentManager(ContentManager Content, ItemCodex.ItemTypes p_enType)
 {
     this.enType = p_enType;
     this.contWeaponContent = new ContentManager(Content.ServiceProvider, Content.RootDirectory);
     Content = null;
     this.ditxWeaponTextures = new Dictionary<ushort, Texture2D>();
     ThreadPool.QueueUserWorkItem(new WaitCallback(this.LoadBatch), WeaponAssetLoader.GetLoaderTemplate(p_enType));
 }
예제 #7
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 public void AddItem(ItemCodex.ItemTypes enType, int iAmount)
 {
     if (this.denxInventory.ContainsKey(enType))
     {
         this.denxInventory[enType].iAmount += iAmount;
         this.denxInventory[enType].iPickupNumber = Inventory.DisplayItem.PickupNumberPool++;
         return;
     }
     this.denxInventory[enType] = new Inventory.DisplayItem(iAmount, Inventory.DisplayItem.PickupNumberPool++, ItemCodex.GetItemDescription(enType));
 }
예제 #8
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 public Objective_FindItems(ItemCodex.ItemTypes p_enTypeToGet, ushort p_iAmountToGet, string p_sDescriptionTemplate, bool p_bAutoRemoveOnComplete)
 {
     this.enObjectiveType = QuestObjective.ObjectiveTypes.FindItems;
     this.xItemDescription = ItemCodex.GetItemDescription(p_enTypeToGet);
     this.liAlterableValues.Add(0);
     this.liAlterableValues.Add(p_iAmountToGet);
     this.enTypeToGet = p_enTypeToGet;
     this.sObjectiveDescriptionTemplate = p_sDescriptionTemplate;
     this.bAutoRemoveItemOnCompletion = p_bAutoRemoveOnComplete;
 }
예제 #9
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 public void BeginLure(ItemCodex.ItemTypes enItemType)
 {
     if (Program.GetTheGame().xNetworkInfo.enCurrentRole != NetworkHelperInterface.NetworkRole.Client)
     {
         Program.GetTheGame()._Enemies_CallFromFeedingPlayer(this.xView, enItemType);
         Program.GetTheGame()._Item_CreateItemGetWatcher(this.xView, enItemType, 180, 1, true);
         return;
     }
     this.ClientRequestEntering(enItemType);
 }
예제 #10
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 public WeaponContentManager this[ItemCodex.ItemTypes en]
 {
     get
     {
         if (this.denxWeaponContentManagers.ContainsKey(en))
         {
             return this.denxWeaponContentManagers[en];
         }
         return null;
     }
 }
예제 #11
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		public BowInfo(string p_sResourceName, ItemCodex.ItemTypes p_enItemType, WeaponInfo.WeaponCategory p_enWeaponCategory) : base(p_sResourceName, p_enItemType, p_enWeaponCategory, "blueish")
		{
			if (p_enItemType == ItemCodex.ItemTypes._Bow_WoodenBow)
			{
				this.sResourceName = "WoodenBow";
				this.av2RenderOffsets[0] = new Vector2(4f, 3f);
				this.av2RenderOffsets[1] = new Vector2(4f, 3f);
				this.av2RenderOffsets[2] = new Vector2(6f, 4f);
				this.av2RenderOffsets[3] = new Vector2(8f, 5f);
			}
		}
예제 #12
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 public void ClientRequestEntering(ItemCodex.ItemTypes enItemType)
 {
     if (Program.GetTheGame().xLocalPlayer != this.xView || Program.GetTheGame().xNetworkInfo.enCurrentRole != NetworkHelperInterface.NetworkRole.Client)
     {
         return;
     }
     NetOutgoingMessage om = this.CreateMessage();
     om.Write(0);
     om.Write((int)enItemType);
     this.SendMessage(om);
 }
예제 #13
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 public static List<CraftSystem.DisplayRecipe> FindRecipesByIngredient(ItemCodex.ItemTypes enType, PlayerView xLocalPlayer)
 {
     List<CraftSystem.DisplayRecipe> lxRet = new List<CraftSystem.DisplayRecipe>();
     foreach (KeyValuePair<ItemCodex.ItemTypes, CraftSystem.CraftingRecipe> kvp in CraftSystem.RecipeCollection)
     {
         if (kvp.Value.henIngredientIndex.Contains(enType))
         {
             lxRet.Add(CraftSystem.CraftToDisplayRecipe(kvp.Value, xLocalPlayer));
         }
     }
     return lxRet;
 }
예제 #14
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 public StingerSpellCharge(int iStartLevel, int iMaxChargeLevel, float fChargeSpeedModifier, ItemCodex.ItemTypes enSwitchToWeapon, ItemCodex.ItemTypes enTrueWeapon)
     : base(iStartLevel, iMaxChargeLevel, fChargeSpeedModifier)
 {
     this.liSPCosts = new List<int>
     {
         15,
         20,
         30,
         40,
         50
     };
     this.enBaseSpell = SpellCodex.SpellTypes._Skill_OneHanded_Stinger;
     this.iMaxChargeLevel = iMaxChargeLevel;
     this.enSwitchToWeapon = enSwitchToWeapon;
     this.enTrueWeapon = enTrueWeapon;
 }
예제 #15
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 public OverheadSpellCharge(int iStartLevel, int iMaxChargeLevel, float fChargeSpeedModifier, ItemCodex.ItemTypes enSwitchToWeapon, ItemCodex.ItemTypes enTrueWeapon)
     : base(iStartLevel, iMaxChargeLevel, fChargeSpeedModifier)
 {
     this.liSPCosts = new List<int>
     {
         35,
         40,
         50,
         60,
         70
     };
     this.enBaseSpell = SpellCodex.SpellTypes._Skill_TwoHanded_Overhead;
     this.iMaxChargeLevel = iMaxChargeLevel;
     this.enSwitchToWeapon = enSwitchToWeapon;
     this.enTrueWeapon = enTrueWeapon;
 }
예제 #16
0
 public void RemoveItem(ItemCodex.ItemTypes enType, int iAmount)
 {
     if (!this.denxInventory.ContainsKey(enType))
     {
         return;
     }
     this.denxInventory[enType].iAmount -= iAmount;
     if (this.denxInventory[enType].iAmount <= 0)
     {
         if (this.denxInventory[enType].iAmount < 0)
         {
             Program.GetTheGame().Log("Less than 0 items!");
         }
         this.denxInventory[enType].iAmount = 0;
     }
 }
예제 #17
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 public MillionStabsSpellCharge(int iStartLevel, int iMaxChargeLevel, float fChargeSpeedModifier, ItemCodex.ItemTypes enSwitchToWeapon, ItemCodex.ItemTypes enTrueWeapon)
     : base(iStartLevel, iMaxChargeLevel, fChargeSpeedModifier)
 {
     this.liSPCosts = new List<int>
     {
         20,
         25,
         35,
         45,
         50
     };
     this.enBaseSpell = SpellCodex.SpellTypes._Skill_OneHanded_MillionStabs;
     this.iMaxChargeLevel = iMaxChargeLevel;
     this.enSwitchToWeapon = enSwitchToWeapon;
     this.enTrueWeapon = enTrueWeapon;
 }
예제 #18
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 public static Dictionary<ushort, string> GetLoaderTemplate(ItemCodex.ItemTypes enType)
 {
     Dictionary<ushort, string> ret = new Dictionary<ushort, string>();
     WeaponInfo desc = WeaponCodex.GetWeaponInfo(enType);
     if (desc.enWeaponCategory == WeaponInfo.WeaponCategory.OneHanded)
     {
         WeaponAssetLoader.OneHandedDictionaryFill(ret, desc.sResourceName);
     }
     else if (desc.enWeaponCategory == WeaponInfo.WeaponCategory.TwoHanded)
     {
         WeaponAssetLoader.TwoHandedDictionaryFill(ret, desc.sResourceName);
     }
     else if (desc.enWeaponCategory == WeaponInfo.WeaponCategory.Bow)
     {
         WeaponAssetLoader.BowDictionaryFill(ret, desc.sResourceName);
     }
     return ret;
 }
예제 #19
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 public ThrowSpellCharge(int iStartLevel, int iMaxChargeLevel, float fChargeSpeedModifier, ItemCodex.ItemTypes enSwitchToWeapon, ItemCodex.ItemTypes enTrueWeapon)
     : base(iStartLevel, iMaxChargeLevel, fChargeSpeedModifier)
 {
     this.liSPCosts = new List<int>
     {
         30,
         35,
         45,
         60,
         70
     };
     this.enBaseSpell = SpellCodex.SpellTypes._Skill_TwoHanded_Throw;
     this.fMaxRange = 120f;
     this.iMaxChargeLevel = iMaxChargeLevel;
     this.bIsMagicSpell = true;
     this.enSwitchToWeapon = enSwitchToWeapon;
     this.enTrueWeapon = enTrueWeapon;
 }
예제 #20
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 public Objective_OwnItems(ItemCodex.ItemTypes p_enTypeToGet, ushort p_iAmountToGet, string p_sDescriptionTemplate)
 {
     Game1 master = Program.GetTheGame();
     this.enObjectiveType = QuestObjective.ObjectiveTypes.OwnItems;
     this.xItemDescription = ItemCodex.GetItemDescription(p_enTypeToGet);
     this.liAlterableValues.Add(0);
     this.liAlterableValues.Add(p_iAmountToGet);
     int iOwn = Program.GetTheGame().xLocalPlayer.xInventory.GetAmount(p_enTypeToGet);
     if (iOwn >= (int)p_iAmountToGet)
     {
         this.liAlterableValues[0] = p_iAmountToGet;
         this.bFinished = true;
     }
     else
     {
         this.liAlterableValues[0] = (ushort)iOwn;
     }
     this.enTypeToGet = p_enTypeToGet;
     this.sObjectiveDescriptionTemplate = p_sDescriptionTemplate;
     this.diiAmountPerView[master.xLocalPlayer.iConnectionIdentifier] = (ushort)iOwn;
 }
예제 #21
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 public WeaponInfo(string p_sResourceName, ItemCodex.ItemTypes p_enItemType, WeaponInfo.WeaponCategory p_enWeaponCategory, string sPalette = "blueish")
     : base(p_sResourceName, p_enItemType)
 {
     PlayerPalette.PaletteData x = new PlayerPalette.PaletteData("Standard", Program.game.Content.Load<Texture2D>("Items/WeaponPalettes/" + sPalette));
     this.av4WeaponPalette = x.av4Palette;
     this.enWeaponCategory = p_enWeaponCategory;
     if (this.enWeaponCategory == WeaponInfo.WeaponCategory.OneHanded)
     {
         this.sWeaponCategory = "OneHanded";
         return;
     }
     if (this.enWeaponCategory == WeaponInfo.WeaponCategory.TwoHanded)
     {
         this.sWeaponCategory = "TwoHanded";
         return;
     }
     if (this.enWeaponCategory == WeaponInfo.WeaponCategory.Bow)
     {
         this.sWeaponCategory = "Bow";
     }
 }
예제 #22
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 public NoticeImage(PlayerRenderComponent xRC, ItemCodex.ItemTypes enItemType, NoticeImage.ItemNoticeType enNoticeType)
 {
     if (enNoticeType == NoticeImage.ItemNoticeType.Immediate)
     {
         this.xPRC = xRC;
         StaticRenderComponent asd = new StaticRenderComponent();
         this.xTransform = new TransformComponent(xRC.xTransform.v2Pos);
         asd.xTransform = this.xTransform;
         asd.txTexture = ItemCodex.GetItemDescription(enItemType).txDisplayImage;
         asd.v2Offset = Utility.PointToVector2(asd.txTexture);
         asd.fScale = 1f;
         asd.v2OffsetRenderPos = new Vector2(0f, -23f);
         this.iFrameCount = 30;
         this.iFadeInFrame = 35;
         this.iFadeInFinishFrame = 50;
         this.iStopFrame = 50;
         this.iPauseFrame = 50;
         this.iFadeFrame = 51;
         this.iFinishFrame = 60;
         this.fMoveSpeed = -0.35f;
         this.xRenderComponent = asd;
         Program.GetTheGame().xRenderMaster.RegisterAboveSorted(this.xRenderComponent);
     }
 }
예제 #23
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 public RewardAppear(ItemCodex.ItemTypes enRewardsOnGameOver)
 {
     this.enRewardsOnGameOver = enRewardsOnGameOver;
     this.xReward = ItemCodex.GetItemDescription(enRewardsOnGameOver);
 }
예제 #24
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 public TotalScoreReward(ulong iScore, ItemCodex.ItemTypes enItem)
 {
     this.iScoreToReach = iScore;
     this.enReward = enItem;
 }
예제 #25
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 public void LoadAssets(ItemCodex.ItemTypes enTypeToLoad)
 {
     if (enTypeToLoad == ItemCodex.ItemTypes.Null || !ItemCodex.GetItemDescription(enTypeToLoad).lenCategory.Contains(ItemCodex.ItemCategories.Weapon))
     {
         return;
     }
     if (!this.denxWeaponContentManagers.ContainsKey(enTypeToLoad))
     {
         this.denxWeaponContentManagers.Add(enTypeToLoad, new WeaponContentManager(this.contMainContent, enTypeToLoad));
     }
 }
예제 #26
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 public bool IsNullOrLoaded(ItemCodex.ItemTypes en)
 {
     return !ItemCodex.GetItemDescription(en).lenCategory.Contains(ItemCodex.ItemCategories.Weapon) || (this.denxWeaponContentManagers.ContainsKey(en) && this.denxWeaponContentManagers[en].bLoaded);
 }
예제 #27
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 public RewardListEntry(int iRequiredPoints, ItemCodex.ItemTypes enItemType, string sDialogueName)
 {
     this.iRequiredPoints = iRequiredPoints;
     this.enItemType = enItemType;
     this.sDialogueName = sDialogueName;
 }
예제 #28
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 public void SetPRCWeapon(PlayerRenderComponent PRC, ItemCodex.ItemTypes enType)
 {
     if (this.denxWeaponContentManagers.ContainsKey(enType) && this.denxWeaponContentManagers[enType].bLoaded)
     {
         this.denxWeaponContentManagers[enType].InsertIntoPRC(PRC);
         return;
     }
     WeaponAssetLoader.SetPRCWeaponToNullTex(PRC);
 }
예제 #29
0
파일: GUIStuff.cs 프로젝트: ancientgods/SoG
 public void SetAutoEquippedNotice(ItemCodex.ItemTypes enEquipment, Equipment.EquipSlot enSlot)
 {
     if (this.bNewEquipmentWasAutoEquipped && this.lenNewEquips.Count > 0)
     {
         this.lenNewEquips.RemoveAt(0);
     }
     this.lenNewEquips.Insert(0, enEquipment);
     this.iNewEquipmentCounter = 140;
     this.iNewEquipmentEquippedNotice = 1;
     this.iNewEquipmentEquippedNoticeWhichSlot = 0;
     this.bNewEquipmentWasAutoEquipped = true;
     if (enSlot == Equipment.EquipSlot.AccessoryB)
     {
         this.iNewEquipmentEquippedNoticeWhichSlot = 1;
     }
 }
예제 #30
0
파일: GUIStuff.cs 프로젝트: ancientgods/SoG
 public void AddToNewEquipQueue(ItemCodex.ItemTypes enEquipment)
 {
     this.lenNewEquips.Add(enEquipment);
 }