protected virtual void Start(CharacterLevel data) { baseHealth = data.healthPoints; baseEndurance = data.endurancePoints; //baseMovementSpeed = data.movementSpeed; m_Health = baseHealth; mEndurance = baseEndurance; mShield = baseShield; movementSpeed = baseMovementSpeed; guardState = GuardState.Open; isDead = false; hurtBox = null; refillDelay = 0; staminaRegenTimer = Time.time; if (gameObject.tag == Utility.playerStr) { isPlayer = true; } else { isPlayer = false; } invulnerabilityTimer = Time.time + 0.5f; OnDeath += AIManager.instance.gameManager.OnEnemyDeath; }
public void LevelUpUpdateChargers(CharacterLevel level) { characterLevel = level; float oldMax = chargesMax; chargesMax = Mathf.Floor(level.GetCost() / cost * 100); chargesCurrent += chargesMax - oldMax; }
void Start() { UIManager = GameObject.Find("UIManager"); unequippedItems = UIManager.GetComponent <JsonLoadItem>().unequippedItems; equippedItems = UIManager.GetComponent <JsonLoadItem>().equippedItems; // characterStat = UIManager.GetComponent<JsonLoadItem>().characterStat; characterStats = UIManager.GetComponent <JsonLoadItem>().characterStats; print("character awake"); equippedItemStat = new EquippableItem(); GameObject Stat_Panel = GameObject.FindWithTag("StatsPanel"); statsPanel = Stat_Panel.GetComponent <StatsPanel>(); statModifier = Stat_Panel.GetComponent <StatModifier>(); GameObject Character_Level = GameObject.FindWithTag("CharacterLevel"); characterLevel = Character_Level.GetComponent <CharacterLevel>(); allEquippedItems = UIManager.GetComponent <JsonLoadItem>().allEquippedItems; charID = UIManager.GetComponent <JsonLoadItem>().charID; charImage.sprite = Resources.Load <Sprite>("CharacterDB/" + charID); statsPanel.setCharacterStatValuesUI(characterStats[charID]); statModifier.setInitialItemStatUI(allEquippedItems[charID], characterStats[charID]); characterLevel.setCharacterLevelUI(characterStats[charID]); // loadCharacterUI(); }
public static XpTable ReadFromDat() { // Check the FileCache so we don't need to hit the FileSystem repeatedly if (DatManager.PortalDat.FileCache.ContainsKey(0x0E000018)) { return((XpTable)DatManager.PortalDat.FileCache[0x0E000018]); } else { DatReader datReader = DatManager.PortalDat.GetReaderForFile(0x0E000018); XpTable xp = new XpTable(); datReader.Offset += 4; // Skip the ID. We know what it is. // The counts for each "Table" are at the top of the file. int abilityCount = datReader.ReadInt32(); int vitalCount = datReader.ReadInt32(); int trainedSkillCount = datReader.ReadInt32(); int specializedSkillCount = datReader.ReadInt32(); uint levelCount = datReader.ReadUInt32(); xp.AbilityXpChart = ReadExperienceChart(abilityCount, ref datReader); xp.VitalXpChart = ReadExperienceChart(vitalCount, ref datReader); xp.TrainedSkillXpChart = ReadExperienceChart(trainedSkillCount, ref datReader); xp.SpecializedSkillXpChart = ReadExperienceChart(specializedSkillCount, ref datReader); // The level table is a little different since it has UInt64 data types. LevelingChart levelingXpChart = new LevelingChart(); ulong prevRank = 0; datReader.Offset += 8; // skip level 0 // Start from 1 because dat includes level 0. for (uint i = 1; i <= levelCount; i++) { CharacterLevel characterLevel = new CharacterLevel(); characterLevel.Level = i; characterLevel.TotalXp = datReader.ReadUInt64(); characterLevel.FromPreviousLevel = characterLevel.TotalXp - prevRank; // Store this to use it in the next loop... prevRank = characterLevel.TotalXp; levelingXpChart.Levels.Add(characterLevel); } // The final section is skill credits... It has the same count as levels. int cumulativeSkillPoints = 0; datReader.Offset += 4; // skip level 0 for (int i = 0; i < levelCount; i++) { int skillPoint = datReader.ReadInt32(); cumulativeSkillPoints += skillPoint; levelingXpChart.Levels[i].GrantsSkillPoint = skillPoint == 1; levelingXpChart.Levels[i].CumulativeSkillPoints = cumulativeSkillPoints; } xp.LevelingXpChart = levelingXpChart; // Store this object in the FileCache DatManager.PortalDat.FileCache[0x0E000018] = xp; return(xp); } }
//设置角色等级 public void setLevel(CharacterLevel level) { mLevel.Level--; if (mLevel.Level <= 0) { characterDie(); } }
private void Start() { alertText.SetActive(false); NPCName.SetActive(false); characterLvl = new CharacterLevel(); progressSerial = ProgressSerial.getInstance(); }
public override void Awake() { characterHealth = GetComponent <CharacterHealth>(); characterLoot = GetComponent <CharacterLoot>(); characterLevel = GetComponent <CharacterLevel>(); enemyAttackRanged = GetComponentInChildren <EnemyAttackRanged>(); enemyAttackMelee = GetComponent <EnemyAttackMelee>(); enemyExperience = GetComponent <EnemyExperience>(); }
public void Test_GetCharacterLevel_ByID_BadResult() { int intCharacterLevelID = 0; CharacterLevel objCharacterLevel = new CharacterLevel(); objCharacterLevel.GetCharacterLevel(intCharacterLevelID); Assert.IsTrue(objCharacterLevel.MinimumExperience == 0 && objCharacterLevel.CharacterLevelID == 0); }
public void Test_GetCharacterLevel_ByID_GoodResult() { int intCharacterLevelID = 1; CharacterLevel objCharacterLevel = new CharacterLevel(); objCharacterLevel.GetCharacterLevel(intCharacterLevelID); Assert.AreEqual(intCharacterLevelID, objCharacterLevel.CharacterLevelID); }
public bool Equals(DestinyPlayer input) { if (input == null) { return(false); } return (( DestinyUserInfo == input.DestinyUserInfo || (DestinyUserInfo != null && DestinyUserInfo.Equals(input.DestinyUserInfo)) ) && ( CharacterClass == input.CharacterClass || (CharacterClass != null && CharacterClass.Equals(input.CharacterClass)) ) && ( ClassHash == input.ClassHash || (ClassHash.Equals(input.ClassHash)) ) && ( RaceHash == input.RaceHash || (RaceHash.Equals(input.RaceHash)) ) && ( GenderHash == input.GenderHash || (GenderHash.Equals(input.GenderHash)) ) && ( CharacterLevel == input.CharacterLevel || (CharacterLevel.Equals(input.CharacterLevel)) ) && ( LightLevel == input.LightLevel || (LightLevel.Equals(input.LightLevel)) ) && ( BungieNetUserInfo == input.BungieNetUserInfo || (BungieNetUserInfo != null && BungieNetUserInfo.Equals(input.BungieNetUserInfo)) ) && ( ClanName == input.ClanName || (ClanName != null && ClanName.Equals(input.ClanName)) ) && ( ClanTag == input.ClanTag || (ClanTag != null && ClanTag.Equals(input.ClanTag)) ) && ( EmblemHash == input.EmblemHash || (EmblemHash.Equals(input.EmblemHash)) )); }
void OnPlayerLevelUp(CharacterLevel level) { foreach (SpellBook spell in spells) { if (spell != null) { spell.LevelUpUpdateChargers(level); SpellChanged(spell); } } SpellChanged(spells[currentSpell]); }
public static XpTable ReadFromDat() { if (instance == null) // We'll store the XP data into the instance the first time it's loaded. No need to read it multiple times. { DatReader datReader = DatManager.PortalDat.GetReaderForFile(0x0E000018); XpTable xp = new XpTable(); datReader.Offset += 4; // Skip the ID. We know what it is. // The counts for each "Table" are at the top of the file. int abilityCount = datReader.ReadInt32(); int vitalCount = datReader.ReadInt32(); int trainedSkillCount = datReader.ReadInt32(); int specializedSkillCount = datReader.ReadInt32(); uint levelCount = datReader.ReadUInt32(); xp.AbilityXpChart = ReadExperienceChart(abilityCount, ref datReader); xp.VitalXpChart = ReadExperienceChart(vitalCount, ref datReader); xp.TrainedSkillXpChart = ReadExperienceChart(trainedSkillCount, ref datReader); xp.SpecializedSkillXpChart = ReadExperienceChart(specializedSkillCount, ref datReader); // The level table is a little different since it has UInt64 data types. LevelingChart levelingXpChart = new LevelingChart(); ulong prevRank = 0; datReader.Offset += 8; // skip level 0 // Start from 1 because dat includes level 0. for (uint i = 1; i <= levelCount; i++) { CharacterLevel characterLevel = new CharacterLevel(); characterLevel.Level = i; characterLevel.TotalXp = datReader.ReadUInt64(); characterLevel.FromPreviousLevel = characterLevel.TotalXp - prevRank; // Store this to use it in the next loop... prevRank = characterLevel.TotalXp; levelingXpChart.Levels.Add(characterLevel); } // The final section is skill credits... It has the same count as levels. int cumulativeSkillPoints = 0; datReader.Offset += 4; // skip level 0 for (int i = 0; i < levelCount; i++) { int skillPoint = datReader.ReadInt32(); cumulativeSkillPoints += skillPoint; levelingXpChart.Levels[i].GrantsSkillPoint = skillPoint == 1; levelingXpChart.Levels[i].CumulativeSkillPoints = cumulativeSkillPoints; } xp.LevelingXpChart = levelingXpChart; instance = xp; } return(instance); }
public void Test_GetCharacterLevels_WithOutOrderBy_NoResult() { string strWhere = "CharacterLevelID IN (24,22,23)"; string strOrderBy = ""; CharacterLevel objCharacterLevel = new CharacterLevel(); List <CharacterLevel> lstCharacterLevels = new List <CharacterLevel>(); lstCharacterLevels = objCharacterLevel.GetCharacterLevels(strWhere, strOrderBy); Assert.IsTrue(lstCharacterLevels.Count == 0); }
public void Test_GetCharacterLevels_WithOrderBy_GoodResult() { string strWhere = "CharacterLevelID IN (1,2,3)"; string strOrderBy = "CharacterLevelID"; CharacterLevel objCharacterLevel = new CharacterLevel(); List <CharacterLevel> lstCharacterLevels = new List <CharacterLevel>(); lstCharacterLevels = objCharacterLevel.GetCharacterLevels(strWhere, strOrderBy); Assert.IsTrue(lstCharacterLevels.Count > 0); }
public CharacterLevel CalculateCurrentLevel() { CharacterLevel tempLevel = characterLevels[0]; foreach (CharacterLevel level in characterLevels) { if (_currentExperience >= level.ExperienceRequired) { tempLevel = level; } } if (tempLevel.Level > _currentLevel) { _statPointsAvailable++; } _currentLevel = tempLevel.Level; return(tempLevel); }
public float GetLevelPercentage() { try { CharacterLevel theNextLevel = characterLevels.First(element => element.Level == CurrentLevel.Level + 1); int amountToGet = theNextLevel.ExperienceRequired - CurrentLevel.ExperienceRequired; int amountSoFar = _currentExperience - CurrentLevel.ExperienceRequired; return(amountSoFar / (float)amountToGet); } catch (Exception e) { if (e.GetType() == typeof(InvalidOperationException)) { Debug.LogWarning("No more levels to acheive!"); return(1); } Debug.LogError("Error calculating percentage!" + e); } return(1); }
void UpdateDisplay(CharacterLevel leveler) { text.text = ("Level " + leveler.GetLevel() + "\n" + leveler.GetExperience() + "/" + leveler.GetExperienceToLevel()); }
public Characters(string _name, CharacterLevel _characterLevel, CharacterType _characterType) { name = _name; characterType = _characterType; characterLevel = _characterLevel; }