public void FullListAndItemGeneratesContent() { var list = new SkillList { ListId = "test", Name = "name", State = SkillListState.Active, Version = 7, Items = new List <SkillListItem> { new SkillListItem { Id = "testitem", Version = 3, Value = "test", Status = SkillListItemStatus.Completed, CreatedTime = new DateTime(2017, 07, 19, 23, 24, 10, DateTimeKind.Utc), UpdatedTime = new DateTime(2017, 07, 19, 23, 24, 10, DateTimeKind.Utc), Href = "url" } }, Links = new Dictionary <string, string> { { "next", "v2/householdlists/{listId}/{status}?nextToken={nextToken}" } } }; Assert.True(Utility.CompareJson(list, "ListSingleList.json")); }
public void AddPassiveSkill(uint _id) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupPassiveSkill(_id); SkillList.Add(_newSkill); }
/// <summary> /// 初始化 卡牌-技能 关系列表 /// </summary> public void CardData_InitSkillRelationLists() { // 1 卡牌所有技能列表 foreach (var card in CardList) { var list = new List <ParsedSkillData>(); list.AddRange(card.Skill.Select(m => SkillList.FirstOrDefault(n => n.SkillId == m)).Where(m => m != null)); list.AddRange(card.LockSkill1.Select(m => SkillList.FirstOrDefault(n => n.SkillId == m)).Where(m => m != null)); list.AddRange(card.LockSkill2.Select(m => SkillList.FirstOrDefault(n => n.SkillId == m)).Where(m => m != null)); CardData_AllSkills.TryAdd(card, list.ToArray()); } // 1.1 卡牌所有技能展开形式列表(展开卡牌所有技能列表) foreach (var card in CardList) { var list = new List <ParsedSkillData>(); foreach (var i in CardData_GetAllSkills(card)) { list.AddRange(SkillData_GetExpandSkills(i)); } CardData_AllExpandSkills.TryAdd(card, list.ToArray()); } // 1.2 战斗性卡牌列表(检查卡牌所有技能列表) foreach (var card in CardList) { var allskills = CardData_GetAllSkills(card); // 所有技能都不是战斗技能,则卡牌不是战斗卡牌。没有技能的卡牌算作战斗卡牌(如双子座幻影、九命猫神幻影) var isBattleCard = !(allskills.Length > 0 && allskills.All(m => !m.IsBattleSkill)); CardData_IsBattleCard.Add(card, isBattleCard); } }
public void AddLeaderSkill(uint _id) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLeaderSkill(_id); SkillList.Add(_newSkill); }
public void AddLimitBreakSkill(uint _id, int level) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLimitBreakSkill(_id, (uint)level); SkillList.Add(_newSkill); }
public void Input1(Button actionChoice)//Action Panel { HeroChoice.Attacker = HeroesToManage[0].name; HeroChoice.AttackerGameObject = HeroesToManage[0]; HeroChoice.Type = "Hero"; if (actionChoice.name == "Attack Button") { SkillPanel.SetActive(false); EnemySelectPanel.SetActive(true); HeroChoice.choosenAttack = SkillList.NormalAttack(); } else if (actionChoice.name == "Skills Button") { SkillPanel.SetActive(true); EnemySelectPanel.SetActive(false); } else if (actionChoice.name == "Item Button") { SkillPanel.SetActive(false); EnemySelectPanel.SetActive(false); } else if (actionChoice.name == "Defend Button") { SkillPanel.SetActive(false); EnemySelectPanel.SetActive(false); } }
public string Serialize() { var data = Enumerable.Repeat(mSkillPoints.ToString(), 1) .Concat(SkillList.Select(entry => (int)entry.Key + "/" + entry.Value.GetLevel())); return(string.Join(" ", data)); }
public P_ZhangFei() : base("张飞") { Sex = PSex.Male; Age = PAge.Medieval; Index = 14; Cost = 10; Tips = "定位:攻击\n" + "难度:简单\n" + "史实:三国时期蜀汉名将,“五虎上将”之一,曾在长坂坡负责断后,曹军无人敢逼近。\n" + "攻略:\n张飞是一个使用起来很简单的武将,为新手推荐。\n" + "张飞可以很容易制造出很高等级的房屋,如果人数较多而地图较小,高级房屋可以造成相当巨大的优势。但反之,如果人数少而地图大,滥用【咆哮】会导致张飞在前期现金数量迅速减少,而陷入发展不平衡的困境。由于张飞几乎可以完全控制地图上各片地的发展情况,所以集中力量发展还是分散建设到不同土地上,是张飞面临的首要问题。一般而言,张飞每片地应当保持至少2座房屋,以形成对【反客为主】的完全防御。"; PSkill PaoXiao = new PSkill("咆哮") { Lock = true }; SkillList.Add(PaoXiao .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(PaoXiao.Name) { IsLocked = true, Player = Player, Time = PPeriod.SettleStage.Start, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer); }, Effect = (PGame Game) => { Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName).Limit += 3; } }); })); }
public P_BaiQi() : base("白起") { Sex = PSex.Male; Age = PAge.Classic; Index = 9; Cost = 25; Tips = "定位:爆发\n" + "难度:简单\n" + "史实:战国时期秦国名将,“战国四大名将”之一,曾在伊阙之战、长平之战中大败三晋军队,歼敌数十万,功封武安君。\n" + "攻略:\n白起是一个强制命中系武将,白起的存在使得对方无法通过【李代桃僵】、【指桑骂槐】一类的牌免除伤害,或通过【八卦阵】、【龙胆】等方式减少伤害,而必须硬吃下伤害的100%(通常这个数字比伤害值高)。随之带来的损失则是收费地的地价永久性减少,很多时候这是不值的,但在必杀一击上,白起一点都不会含糊。"; PSkill CanSha = new PSkill("残杀"); SkillList.Add(CanSha .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(CanSha.Name) { IsLocked = false, Player = Player, Time = PTime.Injure.EmitInjure, AIPriority = 100, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return InjureTag.Injure > 0 && InjureTag.ToPlayer != null && Player.Equals(InjureTag.FromPlayer) && InjureTag.InjureSource is PBlock && ((PBlock)InjureTag.InjureSource).Price >= 1000; }, AICondition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); if (InjureTag.ToPlayer.TeamIndex != Player.TeamIndex) { int Benefit = PMath.Percent(InjureTag.Injure, 100); if (Benefit + InjureTag.Injure >= InjureTag.ToPlayer.Money) { // 一击必杀 return true; } if (Benefit >= 2000) { PBlock Source = (PBlock)InjureTag.InjureSource; int Cost = 1000 + PAiMapAnalyzer.HouseValue(Game, Player, Source) * Source.HouseNumber * 1000 / Source.Price; if (Cost < Benefit) { return true; } } } return false; }, Effect = (PGame Game) => { CanSha.AnnouceUseSkill(Player); PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); PBlock Source = (PBlock)InjureTag.InjureSource; Source.Price -= 1000; PNetworkManager.NetworkServer.TellClients(new PRefreshBlockBasicOrder(Source)); Game.LoseMoney(InjureTag.ToPlayer, PMath.Percent(InjureTag.Injure, 100)); } }); })); }
public void SaveData(int userID, int roleID, SkillList data) { List <UnityAction <Transform, string> > tmpList = new List <UnityAction <Transform, string> >(); for (int i = 0; i < data.skillList.Count; i++) { tmpList.Add(data.skillList[i].DelegateFunc); data.skillList[i].DelegateFunc = null; } string skillPath = AllPath.Instance.accountDirectoryPath + userID + AllPath.Instance.accountSkillDirectoryPath; File.WriteAllText(skillPath + userID + "_" + roleID, Tool.Instance.ObjToJson(data)); for (int i = 0; i < data.skillList.Count; i++) { data.skillList[i].DelegateFunc = tmpList[i]; } Dictionary <int, SkillData> dic = new Dictionary <int, SkillData>(); for (int i = 0; i < data.skillList.Count; i++) { dic.Add(data.skillList[i].ID, data.skillList[i]); data.skillList[i].DelegateFunc = SkillInfoManager.Instance.GetSkill(data.skillList[i].ID).DelegateFunc; } Bind(dic); }
public void InitData(int userID, int roleID, RoleData data) { string skillPath = AllPath.Instance.accountDirectoryPath + userID + AllPath.Instance.accountSkillDirectoryPath; SkillList skillList = new SkillList(SkillInfoManager.Instance.GetSkillList(data.StrSkillList)); File.WriteAllText(skillPath + userID + "_" + roleID, Tool.Instance.ObjToJson(skillList)); }
public Monster() { for (int i = 0; i < 2; ++i) { SkillList.Add(Skill.Bite); } }
public void WorkOnActiveContract() { if (ActiveContract == null) { return; } var work_sums = new SkillList(); foreach (Office office in CompanyOffices) { var office_work_sum = new SkillList(); foreach (Employee emp in office.Employees) { office_work_sum += emp.Skills; } office_work_sum = office.ApplyQualityBonus(office_work_sum); work_sums += office_work_sum; } if (ActiveContract.ApplyWork(work_sums)) { Contract.SetCompanyActiveContract(null); } }
public void CreateSkillList(MasterDataHero master) { UnitSkillContext unit = new UnitSkillContext(); unit.setupHeroSkill((uint)master.default_skill_id, 0, 0, true); SkillList.Add(unit); }
//Function called from CheckCharacterSkillForNewAbility to return the list of SkillLevelRewards for a given skill private int getCharacterSkillLevel(Character charThatLeveled_, SkillList skillToCheck_) { //Switch statement to return the correct list switch (skillToCheck_) { //Combat skills case SkillList.Unarmed: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Unarmed)); case SkillList.Daggers: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Daggers)); case SkillList.Swords: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Swords)); case SkillList.Mauls: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Mauls)); case SkillList.Poles: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Poles)); case SkillList.Bows: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Bows)); case SkillList.Shields: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.Shields)); //Magic skills case SkillList.ArcaneMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.ArcaneMagic)); case SkillList.EnchantMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.EnchantMagic)); case SkillList.HolyMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.HolyMagic)); case SkillList.DarkMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.DarkMagic)); case SkillList.FireMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.FireMagic)); case SkillList.WaterMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.WaterMagic)); case SkillList.WindMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.WindMagic)); case SkillList.ElectricMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.ElectricMagic)); case SkillList.StoneMagic: return(charThatLeveled_.charSkills.GetSkillLevelValue(SkillList.StoneMagic)); default: return(0); } }
//Function called from CheckCharacterSkillForNewAbility to return the list of SkillLevelRewards for a given skill private List <SkillAbilityReward> getSkillRewardList(SkillList skillToCheck_) { //Switch statement to return the correct list switch (skillToCheck_) { //Combat skills case SkillList.Unarmed: return(this.unarmedAbilities); case SkillList.Daggers: return(this.daggerAbilities); case SkillList.Swords: return(this.swordAbilities); case SkillList.Mauls: return(this.maulAbilities); case SkillList.Poles: return(this.poleAbilities); case SkillList.Bows: return(this.bowAbilities); case SkillList.Shields: return(this.shieldAbilities); //Magic skills case SkillList.ArcaneMagic: return(this.arcaneAbilities); case SkillList.EnchantMagic: return(this.enchantAbilities); case SkillList.HolyMagic: return(this.holyAbilities); case SkillList.DarkMagic: return(this.darkAbilities); case SkillList.FireMagic: return(this.fireAbilities); case SkillList.WaterMagic: return(this.waterAbilities); case SkillList.WindMagic: return(this.windAbilities); case SkillList.ElectricMagic: return(this.electricAbilities); case SkillList.StoneMagic: return(this.stoneAbilities); default: return(null); } }
private void LoadSkillList() { OpenFileDialog dlg = new OpenFileDialog(); dlg.Filter = "Skilllist (*.xml)|*.xml"; dlg.InitialDirectory = AppDomain.CurrentDomain.BaseDirectory + @"Skills\"; if (dlg.ShowDialog() != DialogResult.OK) { return; } mSkilllist = SkillList.Load(dlg.FileName); listSkills.Items.Clear(); for (int i = 0; i < mSkilllist.Count; i++) { int key = iconList.Images.IndexOfKey(mSkilllist[i].IconName.CleanIcon()); listSkills.Items.Add(new ListViewItem(mSkilllist[i].Name, key)); } btnSaveSkill.Enabled = true; MenuSkillsSave.Enabled = true; MenuSkillsAdd.Visible = true; MenuSkillsDelete.Visible = true; MenuSkillsSeperator1.Visible = true; SetStatus("SkillList '" + Path.GetFileNameWithoutExtension(dlg.FileName) + "' successfull loaded to GUI!", Color.ForestGreen); }
public int DefensivePoints(Player player, Player target) { var defensivePoints = (player.ArmorRating.Armour / 4) + 1; var levelDif = player.Level - target.Level <= 0 ? 0 : player.Level - target.Level; var weapon = player.Equipped.Wielded; SkillList getWeaponSkill = null; if (weapon != null && !player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase)) { // urgh this is ugly getWeaponSkill = player.Skills.FirstOrDefault(x => x.SkillName.Replace(" ", string.Empty) .Equals(Enum.GetName(typeof(Item.Item.WeaponTypes), weapon.WeaponType))); } if (weapon == null && !player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase)) { getWeaponSkill = player.Skills.FirstOrDefault(x => x.SkillName.Equals("Hand To Hand", StringComparison.CurrentCultureIgnoreCase)); } // mob always have 100% skills var weaponSkill = player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase) ? 75 : getWeaponSkill?.Proficiency ?? 1; //weapon types are hardcoded so make hardcoded skills for weapon types defensivePoints += weaponSkill + (player.Attributes.Attribute[EffectLocation.Dexterity] / 2) + levelDif; return(defensivePoints); }
public int OffensivePoints(Player player, bool useDualWield = false) { var strengthMod = Math.Round((double)(player.Attributes.Attribute[EffectLocation.Strength] - 20) / 2, MidpointRounding.ToEven); var offensePoints = strengthMod + player.Attributes.Attribute[EffectLocation.Dexterity] / 2; var maxWeaponDam = 0; var weapon = useDualWield ? player.Equipped.Secondary : player.Equipped.Wielded; SkillList getWeaponSkill = null; if (weapon != null && !player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase)) { // urgh this is ugly getWeaponSkill = player.Skills.FirstOrDefault(x => x.SkillName.Replace(" ", string.Empty) .Equals(Enum.GetName(typeof(Item.Item.WeaponTypes), weapon.WeaponType))); maxWeaponDam = player.Equipped.Wielded.Damage.Maximum; } if (weapon == null && !player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase)) { getWeaponSkill = player.Skills.FirstOrDefault(x => x.SkillName.Equals("Hand To Hand", StringComparison.CurrentCultureIgnoreCase)); } // mob always have 100% skills var weaponSkill = player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase) ? 75 : getWeaponSkill?.Proficiency ?? 1; //weapon types are hardcoded so make hardcoded skills for weapon types return((int)offensePoints + weaponSkill + maxWeaponDam); }
//Function called from CheckForInvalidIDs to loop through the given action list private void CheckList(List <IDTag> listToCheck_, string nameOfList_, SkillList skillUsed_) { //Looping through all of the actions in our list for (int w1 = 0; w1 < listToCheck_.Count; ++w1) { //If this slot in the list is empty, we throw a debug if (listToCheck_[w1] == null) { Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ERROR: ActionIDList.CheckList " + nameOfList_ + ": Empty slot in weapon list at index " + w1); } //If this ID has the wrong enum tag, we throw a debug else if (listToCheck_[w1].objType != IDTag.ObjectType.Action) { Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ERROR: ActionIDList.CheckList " + nameOfList_ + ": Invalid ID type at index " + w1); } //If this object doesn't have the Action component, we throw a debug else if (listToCheck_[w1].GetComponent <Action>() == null) { Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ERROR: ActionIDList.CheckList " + nameOfList_ + ": Object at index " + w1 + " doesn't have the Action component."); } } //Looping through the list again with nested for loops to check each ID against all other ID numbers for (int x = 0; x < listToCheck_.Count - 1; ++x) { for (int y = x + 1; y < listToCheck_.Count; ++y) { //If the ID numbers are the same we need to throw a debug if (listToCheck_[x].numberID == listToCheck_[y].numberID) { Debug.LogError(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ERROR: ActionIDList.CheckList " + nameOfList_ + ": Duplicate ID numbers on index " + x + " and " + y); } } } }
private void launchBullets(SkillList sk) { // Launch bullets Instantiate(bull, new Vector3(0,0,0), Quaternion.identity); // do side effects // Add sound }
public IHttpActionResult PutSkillList(int id, SkillList skillList) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != skillList.id) { return(BadRequest()); } db.Entry(skillList).State = EntityState.Modified; try { db.SaveChanges(); } catch (DbUpdateConcurrencyException) { if (!SkillListExists(id)) { return(NotFound()); } else { throw; } } return(StatusCode(HttpStatusCode.NoContent)); }
//Function called externally to check a given character's skills to see if they get any new abilities public void CheckCharacterSkillForNewAbility(Character charThatLeveled_, SkillList skillToCheck_, int startingLevel_, int newLevel_) { //Getting the reference the correct skill ability reward lists List <SkillAbilityReward> skillRewards = this.getSkillRewardList(skillToCheck_); //Looping through all of the skill rewards to see if the character has them for (int r = 0; r < skillRewards.Count; ++r) { //If the current skill reward's level is between the starting and new skill levels, we see if the character already has it if (skillRewards[r].levelReached > startingLevel_ && skillRewards[r].levelReached <= newLevel_) { //If the ability reward isn't null if (skillRewards[r].learnedAction != null) { //Giving the character the learned action charThatLeveled_.charActionList.defaultActions.Add(skillRewards[r].learnedAction); //Refreshing the character's action list to make the added action appear charThatLeveled_.charActionList.RefreshActionLists(); } //If the perk reward isn't null if (skillRewards[r].gainedPerk != null) { //If the character's perk list doesn't have the learned perk, we give them the new learned perk if (!charThatLeveled_.charPerks.allPerks.Contains(skillRewards[r].gainedPerk)) { charThatLeveled_.charPerks.allPerks.Add(skillRewards[r].gainedPerk); } } } } }
public int OffensivePoints(Player player) { var offensePoints = player.Attributes.Attribute[EffectLocation.Strength] / 5 + player.Attributes.Attribute[EffectLocation.Dexterity] / 10 + player.Attributes.Attribute[EffectLocation.HitRoll]; var weapon = player.Equipped.Wielded; SkillList getWeaponSkill = null; if (weapon != null && !player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase)) { // urgh this is ugly getWeaponSkill = player.Skills.FirstOrDefault(x => x.SkillName.Replace(" ", string.Empty) .Equals(Enum.GetName(typeof(Item.Item.WeaponTypes), weapon.WeaponType))); } if (weapon == null && !player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase)) { getWeaponSkill = player.Skills.FirstOrDefault(x => x.SkillName.Equals("Hand To Hand", StringComparison.CurrentCultureIgnoreCase)); } // mob always have 100% skills var weaponSkill = player.ConnectionId.Equals("mob", StringComparison.CurrentCultureIgnoreCase) ? 100 : getWeaponSkill?.Proficiency ?? 1; //weapon types are hardcoded so make hardcoded skills for weapon types return(offensePoints + offensePoints * weaponSkill / 100); }
//Function called externally to de-allocate a point from a skill public void DeallocateSkillPoint(string skillToDecrease_) { //Converting the given string for the skill name to the enum so we can find it in our dictionary SkillList parsedEnum = (SkillList)System.Enum.Parse(typeof(SkillList), skillToDecrease_); //Making sure we're able to convert the string to the enum int s; if (this.allocatedSkillPoints.TryGetValue(parsedEnum, out s)) { //Making sure the skill that we're removing a point from has points to remove if (this.allocatedSkillPoints[parsedEnum] < 1) { return; } //Removing a point from the given skill this.allocatedSkillPoints[parsedEnum] -= 1; //Adding a point to the remaining pool this.currentPoints += 1; //Updating all of our text to show the points this.UpdateText(); } }
public void ResetCache(int profession) { SkillList.Clear(); CarryList.Clear(); var skillConfig = new ShareCacheStruct <Config_Skill>(); var list = skillConfig.FindAll(t => ( t.SkillGroup == profession /* && (t.SkillID % 10000 == 0 || t.SkillID % 10000 == 1)*/) ); foreach (var v in list) { AddSkill(v.SkillID); } if (list.Count > 3) { Random random = new Random(); while (CarryList.Count < 3) { int index = random.Next(list.Count); int addSkillId = list[index].SkillID; if (addSkillId == 10000 || addSkillId == 20000) { continue; } if (CarryList.Find(t => t == addSkillId) == 0) { CarryList.Add(addSkillId); } } } }
private const int Stop = -1; //위동일 // Use this for initialization void Awake() { if (ins == null) { ins = this; } }
protected override void Initialize() { Stats stats1 = new Stats(20, 20, 2, 1243, 1, 2, 3, 2, 2); SkillList skills1 = new SkillList(4); skills1.add(new MagicSkill("Whipshot", new SpCost(3), new SkillEffect(1), 4)); PlayerCharacter p1 = new PlayerCharacter("James", stats1, skills1); Stats stats2 = new Stats(20, 20, 2, 1243, 1, 2, 3, 2, 2); SkillList skills2 = new SkillList(4); skills2.add(new MagicSkill("Flail", new SpCost(3), new SkillEffect(1), 4)); PlayerCharacter p2 = new PlayerCharacter("Jordan", stats2, skills2); List <Character> allies = new List <Character>(); allies.Add(p1); List <Character> enemies = new List <Character>(); enemies.Add(p2); Battle b = new Battle(allies, enemies); Console.Write(b.ToString()); b.UseSkill(p1.SkillList.GetSkillAt(0), p1, p2); Console.Write(b.ToString()); base.Initialize(); }
public static List <int> WriteSkillListToFile() { FileStream fcreate = File.Open(Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location) + "/Content/SkillList.json", FileMode.Create); fcreate.Close(); Console.WriteLine("Getting API"); //Get list from API GetAPIClient(); _listOfSkills = new SkillList(); HttpResponseMessage response = APIClient.GetAsync(new Uri("/v2/skills", UriKind.Relative)).Result; var failedList = new List <int>(); if (response.IsSuccessStatusCode) { // Get Skill ID list _listOfSkills.Items.AddRange(GetListGW2APISkills()); var writer = new StreamWriter(Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location) + "/Content/SkillList.json"); var serializer = new JsonSerializer { NullValueHandling = NullValueHandling.Ignore, Formatting = Formatting.None, DefaultValueHandling = DefaultValueHandling.Ignore, ContractResolver = GeneralHelper.ContractResolver }; serializer.Serialize(writer, _listOfSkills.Items); writer.Close(); } return(failedList); }
public static SkillList UnselectedSkillList(Contractor contractor) { string storedProcedureName = "usp_getContractorUnselectedSkills"; MySqlParameter[] parameterList = new MySqlParameter[] { new MySqlParameter("contractorIDIn", contractor.ContractorID) }; MySqlDataReader result = ExecuteReader(storedProcedureName, parameterList); SkillList skillList = new SkillList(); while (result.Read()) { skillList.Add(new Skill( result.GetString("skillName"), result.GetString("skillDescription") )); } result.Close(); return(skillList); }
// Constructor public SkillViewModel() { PlayerSkillList = new ObservableCollection <ActiveListedSkill>(); SkillList = new SkillList(); AddSkillCommand = new DelegateCommand(x => AddSkillExecute(), x => AddSkillCanExecute()); RemoveSkillCommand = new DelegateCommand(x => RemoveSkillExecute(), x => RemoveSkillCanExecute()); }
// Use this for initialization void Start() { skills = GameObject.FindGameObjectWithTag("Controller").GetComponent<SkillList>(); magic = GameObject.FindGameObjectWithTag("Controller").GetComponent<MagicList>(); Items = GameObject.FindGameObjectWithTag("Controller").GetComponent<AllItemsList>(); Equipment = GetComponent<CharacterEquipment>(); skillsKnown = new Dictionary<string, int>(); magicKnown = new Dictionary<string, int>(); skillsKnown.Add("Attack", 100); skillsKnown.Add("Block", 100); }
public SkillInfo(int _number) { SkillList asg = new SkillList(); skillName = asg.SkillArray[_number].retSkillName(); number = _number; damage = asg.SkillArray[_number].retDamage(); type = asg.SkillArray[_number].retType(); AtkType = asg.SkillArray[_number].retAtkType(); effect = asg.SkillArray[_number].retEffect(); giveStatus = asg.SkillArray[_number].retGiveStatus(); maxChance = asg.SkillArray[_number].retMaxChance(); nowChance = asg.SkillArray[_number].retNowChance(); }
//create Hero on stage private void GetHero(int type) { switch(type){ case 1: { _player = (GameObject) GameObject.Instantiate(archer); _temp = _player.GetComponent<ArcherSkills>(); _temp.setSkills(PlayerPrefs.GetInt("Hero1Skill1"), PlayerPrefs.GetInt("Hero1Skill2"), PlayerPrefs.GetInt("Hero1Skill3"), PlayerPrefs.GetInt("Hero1Skill4")); break; } case 2: { _player = (GameObject) GameObject.Instantiate(wizard); break; } } }
public void useSkill(SkillList sk) { if (sk == SkillList.Knife && canCast == true) { launchBullets(sk); gfxFb(sk); sfxFB(sk); } else if (sk == SkillList.Axe && canCast == true) { launchBullets(sk); gfxFb(sk); } else if (sk == SkillList.Shield && canCast == true) { launchShield(sk); gfxFb(sk); } StartCoroutine( waitUntilCD(cooldown) ); canCast = false; }
public void gfxFb(SkillList sk) { // Instantiate( skill_fb, new Vector3(0,0,0), Quaternion.identity); }
void launchShield(SkillList sk) { Instantiate(bull, new Vector3(0,0,0), Quaternion.identity); Owner.hasShield = true; Owner.shieldDef = damages; }
void sfxFB(SkillList sk) { if (sk == SkillList.Knife) { MasterAudio.PlaySound("Player_knife_1"); } else if (sk == SkillList.Axe) { } else if (sk == SkillList.Shield) { } }
//ADD: Magic void Awake() { //initialize all component variables Stats = GetComponent<AttributesScript>(); KnownAbilities = GetComponent<CharacterKnownAbilities>(); Status = GetComponent<CharacterStatus>(); Equipment = GetComponent<CharacterEquipment>(); Move = GameObject.FindGameObjectWithTag("Controller").GetComponent<MovementScript>(); pathFind = GameObject.FindGameObjectWithTag("Controller").GetComponent<PathfindingScript>(); findValid = GameObject.FindGameObjectWithTag("Controller").GetComponent<FindValidPoints>(); Draw = GameObject.FindGameObjectWithTag("Controller").GetComponent<DrawSquaresScript>(); Controller = GameObject.FindGameObjectWithTag("Controller").GetComponent<TurnController>(); Magic = GameObject.FindGameObjectWithTag("Controller").GetComponent<MagicList>(); Skills = GameObject.FindGameObjectWithTag("Controller").GetComponent<SkillList>(); Items = GameObject.FindGameObjectWithTag("ItemManager").GetComponent<AllItemsList>(); if(GetComponent<MouseControlScript>()){ Mouse = GetComponent<MouseControlScript>(); isPlayer = true; } skillSelected = ""; }
/// <summary> /// Constructor /// </summary> public DataController() { // create lists roomObjects = new RoomObjectList(300); roomObjectsFiltered = new RoomObjectListFiltered(roomObjects); projectiles = new ProjectileList(50); onlinePlayers = new OnlinePlayerList(200); inventoryObjects = new InventoryObjectList(100); avatarCondition = new StatNumericList(5); avatarAttributes = new StatNumericList(10); avatarSkills = new SkillList(100); avatarSpells = new SkillList(100); avatarQuests = new SkillList(100); roomBuffs = new ObjectBaseList<ObjectBase>(30); avatarBuffs = new ObjectBaseList<ObjectBase>(30); spellObjects = new SpellObjectList(100); backgroundOverlays = new BackgroundOverlayList(5); playerOverlays = new ObjectBaseList<PlayerOverlay>(10); chatMessages = new BaseList<ServerString>(101); gameMessageLog = new BaseList<GameMessage>(100); visitedTargets = new List<RoomObject>(50); clickedTargets = new List<uint>(50); actionButtons = new ActionButtonList(); ignoreList = new List<string>(20); chatCommandHistory = new List<string>(20); // attach some listeners RoomObjects.ListChanged += OnRoomObjectsListChanged; Projectiles.ListChanged += OnProjectilesListChanged; ChatMessages.ListChanged += OnChatMessagesListChanged; // make some lists sorted OnlinePlayers.SortByName(); AvatarSkills.SortByResourceName(); AvatarSpells.SortByResourceName(); SpellObjects.SortByName(); // create single data objects roomInformation = new RoomInfo(); lightShading = new LightShading(0, new SpherePosition(0, 0)); backgroundMusic = new PlayMusic(); guildInfo = new GuildInfo(); guildShieldInfo = new GuildShieldInfo(); guildAskData = new GuildAskData(); diplomacyInfo = new DiplomacyInfo(); adminInfo = new AdminInfo(); tradeInfo = new TradeInfo(); buyInfo = new BuyInfo(); welcomeInfo = new WelcomeInfo(); charCreationInfo = new CharCreationInfo(); statChangeInfo = new StatChangeInfo(); newsGroup = new NewsGroup(); objectContents = new ObjectContents(); effects = new Effects(); lookPlayer = new PlayerInfo(); lookObject = new ObjectInfo(); clientPreferences = new PreferencesFlags(); // some values ChatMessagesMaximum = 100; ChatCommandHistoryMaximum = 20; ChatCommandHistoryIndex = -1; AvatarObject = null; IsResting = false; SelfTarget = false; IsNextAttackApplyCastOnHighlightedObject = false; AvatarID = UInt32.MaxValue; TargetID = UInt32.MaxValue; ViewerPosition = V3.ZERO; UIMode = UIMode.None; }
private void InitializeProperties() { Classes = new Dictionary<ClassType, IClass>(); Attacks = new AttackList(this); Saves = new SavesList(this); Hitpoints = new Hitpoints(); Equipment = new Equipment(this); Features = new FeatureList(); Skills = new SkillList(this); Experience = new Experience(this); }