public Character() { _class = CharacterEnums.CharacterClass.Explorer; _race = CharacterEnums.CharacterRace.Human; _gender = CharacterEnums.Genders.Female; _skinColor = CharacterEnums.SkinColors.Fair; _skinType = CharacterEnums.SkinType.Flesh; _hairColor = CharacterEnums.HairColors.Black; _eyeColor = CharacterEnums.EyeColors.Brown; _build = CharacterEnums.BodyBuild.Medium; _koCount = new Tuple<int, DateTime>(0, DateTime.Now); _actionState = CharacterActionState.None; _stanceState = CharacterStanceState.Standing; _primaryLanguage = CharacterEnums.Languages.Common; KnownLanguages = new HashSet<Languages>(); KnownLanguages.Add(_primaryLanguage); FirstName = ""; LastName = ""; Description = ""; Age = 17; //Do we want an age? And are we going to advance it every in game year? We'll need a birthdate for this. Weight = 180; //pounds or kilos? Height = 70; //inches or centimeters? Location = "A1"; InCombat = false; LastCombatTime = DateTime.MinValue.ToUniversalTime(); IsNPC = false; Leveled = false; MainHand = "WIELD_RIGHT"; NextLevelExperience = 300; Level = 1; Experience = 0; PointsToSpend = 0; Inventory = new Inventory(); Equipment = new Equipment(); Bonuses = new StatBonuses(); Inventory.playerID = this.ID; Equipment.playerID = this.ID; Attributes = new Dictionary<string, Attribute>(); Attributes.Add("Hitpoints", new Attribute(150, "Hitpoints", 150, 0.1, 1)); Attributes.Add("Dexterity", new Attribute(10, "Dexterity", 5, 0, 1)); Attributes.Add("Strength", new Attribute(10, "Strength", 5, 0, 1)); Attributes.Add("Intelligence", new Attribute(10, "Intelligence", 5, 0, 1)); Attributes.Add("Endurance", new Attribute(10, "Endurance", 5, 0, 1)); Attributes.Add("Charisma", new Attribute(10, "Charisma", 5, 0, 1)); SubAttributes = new Dictionary<string, double>(); SubAttributes.Add("Agility", 1); SubAttributes.Add("Toughness", 1); SubAttributes.Add("Cunning", 1); SubAttributes.Add("Wisdom", 1); SubAttributes.Add("Leadership", 1); }
private static string getLootRankClassAndArmour(CharacterClass className) { switch (className) { case CharacterClass.DeathKnight : return "Cla=2048&Art=1&"; case CharacterClass.Druid : return "Cla=1024&Art=4&"; case CharacterClass.Hunter : return "Cla=4&Art=2&"; case CharacterClass.Mage : return "Cla=128&Art=8&"; case CharacterClass.Paladin : return "Cla=2&Art=1&"; case CharacterClass.Priest : return "Cla=16&Art=8&"; case CharacterClass.Rogue : return "Cla=8&Art=4&"; case CharacterClass.Shaman : return "Cla=64&Art=2&"; case CharacterClass.Warlock : return "Cla=256&Art=8&"; case CharacterClass.Warrior : return "Cla=1&Art=1&"; } return string.Empty; }
// Use this for initialization void Start() { text = ui.GetComponent<Text> (); mControl = GetComponent<MovementController> (); charClass = GetComponent<CharacterClass> (); netview = mControl.netView; }
void OnCreateCharacter(string charName, CharacterClass charClass) { _uiControl.ShowError(null); var character = new Character { Name = charName, Class = charClass }; if (App.MainController.PersonSessionId == null) throw new Exception("MainController.PersonSessionId == null"); DI.Get<ICharactersService>().Create(character, App.MainController.PersonSessionId.Value, characterId => { _uiControl.Hide(); character.Id = characterId; if (CharacterCreated != null) CharacterCreated(character); }, error => { while (error.InnerException != null) error = error.InnerException; _uiControl.ShowError(error.Message); }); }
public void setParent(GameObject parent, int abilityNum, float time) { parentObj = parent.GetComponent<CharacterClass>(); this.abilityNum = abilityNum; this.time = time; transform.SetParent(parent.transform, false); }
public void PossessPlayer(GameObject player) { if (state == CameraState.FREE_FLOW) { if (player.CompareTag("Salesman")) { character = CharacterClass.SALESMAN; } else if (player.CompareTag("Shopper")) { character = CharacterClass.SHOPPER; } else if (player.CompareTag("Guard")) { character = CharacterClass.GUARD; } else if (player.CompareTag("Thief")) { character = CharacterClass.THIEF; } else return; PossessionScript ps = player.GetComponent<PossessionScript>(); ps.Possess(); possessedCharacter = player; attachedRotation = player.transform.rotation; attachedLocation = player.transform.position + attachedRotation * new Vector3(0, 1.85f, -2); freeFlyLocation = transform.position; freeFlyRotation = transform.rotation; state = CameraState.ATTACHING; tick = 0; } }
/// <summary> /// Constructor with 3 params /// ID, voc and info /// </summary> /// <param name="id"></param> /// <param name="voc"></param> /// <param name="info"></param> public HotkeySet(int id, CharacterClass voc, string info) { // Sets the field values to the ones from the params m_id = id; m_voc = voc; m_info = info; }
public ClassDescriptionControl(CharacterClass characterClass) : this() { _bkImage.Source = GetImage(characterClass); switch (characterClass) { case CharacterClass.Controller: _descrTextBlock.Text = Client.Resources.Classes.Class_Controller_Description; break; case CharacterClass.Healer: _descrTextBlock.Text = Client.Resources.Classes.Class_Healer_Description; break; case CharacterClass.MeleeDamager: _descrTextBlock.Text = Client.Resources.Classes.Class_MeleeDamager_Description; break; case CharacterClass.RangeDamager: _descrTextBlock.Text = Client.Resources.Classes.Class_RangeDamager_Description; break; case CharacterClass.Tank: _descrTextBlock.Text = Client.Resources.Classes.Class_Tank_Description; break; default: throw new NotImplementedException(); } _titleTextBlock.Text = (string)new ClassConverter().Convert(characterClass, typeof(string), null, CultureInfo.CurrentUICulture); }
public void init(CharacterClass parent, GameObject target, Projectile projectile, int abilityNum, float angularVelocity) { this.target = target; this.projectile = projectile; this.parent = parent; this.abilityNum = abilityNum; this.angularVelocity = Mathf.PI * angularVelocity / 180; }
public CharacterComponent(int entityId, Body body, Body feet, RevoluteJoint feetJoint, CharacterClass characterClass) { _entityId = entityId; _body = body; _feet = feet; _feetJoint = feetJoint; _characterClass = characterClass; }
public bool matchCondition(CharacterClass _Player) { if(Vector3.Dot(_Player.moveDirection, facingDirection) > 0 && _Player.currentState.Equals("walk")){ return true; } return false; }
public TransitionEnterCondition matchEnterCondition(CharacterClass _Player) { foreach(TransitionEnterCondition ec in enterConditions){ if(ec.matchCondition(_Player)){ return ec; } } return null; }
public PlayerData(CharacterClass characterClass, string name) { _rand = new Random(); _dpsStats = new List<DpsStats>(); _lastGameTime = new TimeSpan(); CharacterClass = characterClass; Name = name; InitNewPlayer(); }
public CharacterSheet(string constructorName, CharacterRace constructorRace, CharacterClass constructorClass, Alignment constructorAlignment) { charName = constructorName; charRace = constructorRace; charClass = constructorClass; charAlign = constructorAlignment; hitDie = charClass.hitDie; darkVision = charRace.hasDarkVision; charLevel = 1; }
public ActionResult Roll( CharacterClass cls) { ViewBag.Class = cls; Character character = characterFactory.CreateCharacter(Guid.NewGuid(),"Hardy", cls); HttpContext.Session["Character"] = character; return View(character); }
private void ValidateCharacter(string name, CharacterFaction characterFaction, CharacterRace characterRace, CharacterClass characterClass) { if(String.IsNullOrEmpty(name)) { throw new Exception("Character must have a name"); } #region Faction Validation if(characterFaction == CharacterFaction.Horde) { if(characterRace != CharacterRace.Orc && characterRace != CharacterRace.Tauren && characterRace != CharacterRace.BloodElf) { throw new Exception("Only Orcs, Taurens, and Blood Elfs can fight for the Horde"); } } else { if (characterRace != CharacterRace.Human && characterRace != CharacterRace.Gnome && characterRace != CharacterRace.Worgen) { throw new Exception("Only Humans, Gnomes, and Worgen can fight for the Alliance"); } } #endregion #region Race Validation if(characterClass == CharacterClass.Druid) { if(characterRace != CharacterRace.Tauren && characterRace != CharacterRace.Worgen) { throw new Exception("This race cannot be a Druid"); } } if(characterRace == CharacterRace.BloodElf && characterClass == CharacterClass.Warrior) { throw new Exception("Blood Elfs cannot be Warriors"); } #endregion }
public Character CreateCharacter(Guid characterId, string characterName, CharacterClass characterClass) { switch (characterClass) { case CharacterClass.Fighter: return new Fighter(characterId,characterName); case CharacterClass.MagicUser: return new MagicUser(characterId, characterName); case CharacterClass.Thief: return new Thief(characterId, characterName); case CharacterClass.Cleric: return new Cleric(characterId, characterName); default: throw new Exception("Not a valid Character Class."); } }
private void InitilizeClasses() { if (playerPrefabs != null && playerPrefabs.Length > 0) { Character character = null; for (int i = 0; i < playerPrefabs.Length; i++) { if (i == 0) { character = playerPrefabs[i].GetComponent<Character> (); CharacterClass cClass = new CharacterClass (); cClass.name = Classes.KNIGHT; cClass.speed = 5; cClass.maxMovement = 10f; cClass.isDoubleJump = true; character.charClass = cClass; } else if (i == 1) { character = playerPrefabs[i].GetComponent<Character> (); CharacterClass cClass = new CharacterClass (); cClass.name = Classes.MAGE; cClass.speed = 5; cClass.maxMovement = 10f; cClass.isDoubleJump = true; character.charClass = cClass; } else if (i == 2) { character = playerPrefabs[i].GetComponent<Character> (); CharacterClass cClass = new CharacterClass (); cClass.name = Classes.THIEF; cClass.speed = 5; cClass.maxMovement = 10f; cClass.isDoubleJump = true; character.charClass = cClass; } else if (i == 3) { character = playerPrefabs[i].GetComponent<Character> (); CharacterClass cClass = new CharacterClass (); cClass.name = Classes.ARCHER; cClass.speed = 5; cClass.maxMovement = 10f; cClass.isDoubleJump = true; character.charClass = cClass; } character.enabled = false; GameObject characterGO = GameObject.Instantiate (playerPrefabs[i]); Vector2 v2 = new Vector2 (i, 1f); characterGO.transform.position = v2; } } }
public override void OnGUI() { if(!hidden) { int numClasses = System.Enum.GetValues(typeof(CharacterClass)).Length; //chosen character label GUI.Label(new Rect(screenRect.x, screenRect.y, screenRect.width, 20), "Character chosen: " + GetCharacterName(chosen)); //character buttons for(int i=0; i<numClasses; i++) { Sprite sprite = GetCharacterSprite((CharacterClass)i); if(GUI.Button(new Rect(screenRect.x+i*screenRect.width/numClasses, screenRect.y+20, screenRect.width/numClasses, screenRect.height-20), sprite.texture)) { chosen = (CharacterClass)i; } } } }
public void Awake() { checkScreenSize(); totalTokens = GameObject.FindGameObjectsWithTag("Token").Length; message = "Press W/A/S/D to walk fwrd/left/bkwrd/right. Hold shift to run.\nMove the mouse to rotate the camera!"; Player = GameObject.FindObjectOfType<CharacterClass>().GetComponent<CharacterClass>(); message += Player.name; tokenStyle = gui.GetStyle("Token"); messageStyle = gui.GetStyle("Message"); //Health Bar healthBar = gui.GetStyle("HealthBar"); healthBar.normal.background = new Texture2D(1, 1); healthBar.stretchHeight = true; healthBar.stretchWidth = true; Player.healthChange += ()=> setHealth(); setHealth(); }
void checkAttack() { RaycastHit hit; Debug.Log ("Raycasting"); Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward)*charClass.range, Color.yellow, 1f); if (Physics.Raycast (transform.position, transform.TransformDirection (Vector3.forward), out hit, charClass.range)) { if (hit.collider.CompareTag ("Player")) { otherCharClass = hit.collider.GetComponentInParent<CharacterClass> (); otherActionController = hit.collider.GetComponentInParent<ActionController>(); netview.RPC("takeDamage", RPCMode.OthersBuffered, baseDamage); //TODO target Debug.Log ("Attack successful" + baseDamage + " " + otherCharClass.health +"/" + otherCharClass.mHealth); } else{ Debug.Log ("Thats not a player.."); } } else { Debug.Log("Nothing hit"); } }
public Character(string name, CharacterFaction characterFaction, CharacterRace characterRace, CharacterClass characterClass) { ValidateCharacter(name, characterFaction, characterRace, characterClass); this.Id = Guid.NewGuid(); this.Name = name; this.Faction = characterFaction; this.Race = characterRace; this.Class = characterClass; this.Active = true; if(characterClass == CharacterClass.DeathKnight) { this.Level = 55; } else { this.Level = 1; } }
private static ImageSource GetImage(CharacterClass charClass) { IDictionary<CharacterClass, string> imgs = new Dictionary<CharacterClass, string> { { CharacterClass.MeleeDamager, "MeleeDD.png" }, { CharacterClass.RangeDamager, "RangeDD.png" }, { CharacterClass.Controller, "Controller.png" }, { CharacterClass.Healer, "Healer.png" }, { CharacterClass.Tank, "Tank.png" } }; if (!imgs.ContainsKey(charClass)) throw new NotImplementedException(); var image = new BitmapImage(); image.BeginInit(); image.UriSource = new Uri("pack://application:,,,/Parallel.Client.Resources;Component/Images/Classes/" + imgs[charClass]); image.EndInit(); return image; }
public Sprite GetCharacterSprite(CharacterClass characterClass) { switch(characterClass) { case CharacterClass.Warrior: { return warriorSprite; } case CharacterClass.Wizard: { return wizardSprite; } case CharacterClass.Thief: { return thiefSprite; } default: { Debug.Log("Sprite for character class " + characterClass + " not defined."); return defaultSprite; } } }
public static BitmapImage TreeBackground(CharacterClass charClass, int Tree) { try { #if !SILVERLIGHT string RootDir = AppDomain.CurrentDomain.BaseDirectory; Uri uriLocal = new Uri(string.Format(RootDir + "images\\{0}\\{1}", "backgrounds", charClass.ToString().ToLower() + ".jpg"), UriKind.Absolute); Uri uriWeb = new Uri(string.Format("http://static.wowhead.com/images/wow/talents/backgrounds/live/{0}_{1}.jpg", charClass.ToString().ToLower(), Tree + 1)); // Ensure directory paths if (!Directory.Exists(RootDir + "images\\" )) { Directory.CreateDirectory(RootDir + "images\\" ); } if (!Directory.Exists(RootDir + "images\\" + "backgrounds\\")) { Directory.CreateDirectory(RootDir + "images\\" + "backgrounds\\"); } // TODO: Do a network test to see if there's no connectivity, if not don't try to pull the image from wowhead BitmapImage retVal; if (File.Exists(uriLocal.LocalPath)) { retVal = NewBitmapImage(uriLocal); } else { retVal = NewBitmapImage(uriWeb); // Set the file up to save to the directory after it is downloaded Image image = new Image(); BitmapImage theicon = new BitmapImage(); theicon.BeginInit(); theicon.CacheOption = BitmapCacheOption.OnLoad; theicon.UriSource = uriWeb; theicon.DecodePixelHeight = 554; theicon.DecodePixelWidth = 204; theicon.EndInit(); image.Source = theicon; theicon.DownloadCompleted += new EventHandler(objImageBg_DownloadCompleted); } return retVal; #else Uri uri = new Uri(string.Format("http://static.wowhead.com/images/wow/talents/backgrounds/live/{0}_{1}.jpg", charClass.ToString().ToLower(), Tree + 1)); return NewBitmapImage(uri); #endif } catch (Exception) { return null; } }
public Character(string aName, string aDescription, CharacterRace aRace, CharacterClass aClass, int hp = 2) : base (aName, aDescription) { // Change default HP to be a factor of race and class rather than directly specified // at the very least, it should be a final, optional parameter that can override the default _maxHitPoints = _currentHitPoints = hp; CharacterRace characterRace = aRace; CharacterClass characterClass = aClass; }
public LocalObject(string _uniqueName, Race _race, CharacterClass _cclass, Background _background, Origin _origin, int experience) { uniqueName = _uniqueName; race = _race; cclass = _cclass; background = _background; origin = _origin; xp = new Experience(experience, this); skills = new Skills(this); inventory = new Inventory(6, 1, "", true, null, this); hp = new HPComponent(this); movement = new Movement(this); defence = new Defence(this); attack = new Attack(this); abilities = new Abilities(this); fatigue = new Fatigue(this); eating = new Eating(this); }
void GiveCharacterAbilities(Unit u, CharacterClass c) { switch (c) { case CharacterClass.Warrior: u.myAbilities[0] = new GuardianStrike(u, map, effectLibrary); u.myAbilities[1] = new Barge(u, map, effectLibrary); u.myAbilities[2] = new ShieldSlam(u, map, effectLibrary); u.myAbilities[3] = new CounterAttack(u, map, effectLibrary); break; case CharacterClass.Acolyte: u.myAbilities[0] = new WordOfHealing(u, map, effectLibrary); u.myAbilities[1] = new Smite(u, map, effectLibrary); u.myAbilities[2] = new DivineSacrifice(u, map, effectLibrary); u.myAbilities[3] = new Amplify(u, map, effectLibrary); break; case CharacterClass.Highwayman: u.myAbilities[0] = new Lacerate(u, map, effectLibrary); u.myAbilities[1] = new Flurry(u, map, effectLibrary); u.myAbilities[2] = new ShadowStep(u, map, effectLibrary); u.myAbilities[3] = new SmokeBomb(u, map, effectLibrary); break; case CharacterClass.Elementalist: u.myAbilities[0] = new ArcanePulse(u, map, effectLibrary); u.myAbilities[1] = new Fireball(u, map, effectLibrary); u.myAbilities[2] = new FlashFreeze(u, map, effectLibrary); u.myAbilities[3] = new ArcaneSpark(u, map, effectLibrary); break; case CharacterClass.Ranger: u.myAbilities[0] = new TripleShot(u, map, effectLibrary); u.myAbilities[1] = new CripplingShot(u, map, effectLibrary); u.myAbilities[2] = new ExploitWeakness(u, map, effectLibrary); u.myAbilities[3] = new CracklingArrow(u, map, effectLibrary); break; } }
void Update() { homingTimer -= Time.deltaTime; if(homingTimer < 0) homingTarget = null; base.Update (); }
void spawnUnit(int x, int y, CharacterClass c) { if (characterCount < MAXCHARACTERS) { //set its position in the world and spawn in Vector3 pos = map.TileCoordToWorldCoord (x, y); pos = new Vector3(pos.x, pos.y, -2); GameObject character = (GameObject)Instantiate (classes [(int)c], pos, Quaternion.identity); //set its starting values Unit u = character.GetComponent<Unit>(); u.tileX = x; u.tileY = y; u.map = map; u.ID = everyUnit.Count; u.uManager = this; u.hp = u.maxHP; u.mana = u.maxMana; //add a shieldbar AddUnitUIElement (shieldBar, u); //add a manabar AddUnitUIElement (manaBar, u); AddUnitUIElement (manaText, u); //add a healthbar AddUnitUIElement (healthBar, u); AddUnitUIElement (hpText, u); //give the unit its spells TODO find a better way of doing this instead of hardcoding GiveCharacterAbilities(u, c); //make the map know where the unit is map.GetNode(x, y).myUnit = u; //add it to the manager lists playerUnitObjects [characterCount] = character; // list of players characters everyUnit.Add(character); // list of every unit activeUnits.Add(character); // list of currently active units //increase the character counter ++characterCount; } }
public virtual void MonsterDied(Monster monster, CharacterClass character) { Console.WriteLine("Has not been overwriten"); }