private void Start() { myRigidbody2D = GetComponent <Rigidbody2D>(); myCollider2D = GetComponent <Collider2D>(); characterPower = GetComponent <CharacterPower>(); jumpSound = Resources.Load <AudioClip>("Sound/JumpSound"); }
public async Task <ServiceResponse <GetCharacterDto> > AddCharacterPower(AddCharacterPowerDto newPower) { ServiceResponse <GetCharacterDto> response = new ServiceResponse <GetCharacterDto>(); try { CharacterPower characterPower = _mapper.Map <CharacterPower>(newPower); await _context.CharacterPowers.AddAsync(characterPower); await _context.SaveChangesAsync(); Character character = await _context.Characters .Include(cp => cp.CharacterPowers) .ThenInclude(p => p.Power) .FirstOrDefaultAsync(c => c.Id == newPower.CharacterId); response.Data = _mapper.Map <GetCharacterDto>(character); } catch (System.Exception ex) { response.Success = false; response.Message = ex.Message; } return(response); }
void Awake() { health = GetComponent <CharacterHealth>(); power = GetComponent <CharacterPower>(); SP = GetComponent <SpecialPower>(); teamIndicator = transform.Find("Image/CircleBlur").GetComponent <SpriteRenderer>(); }
public async Task <IHttpActionResult> LearnPower(int characterId, int power) { //CharacterModel characterData = await db.Characters.Select(c => // new CharacterModel() { Id = c.Id, Name = c.Name, MapId = c.MapId, WorldX = c.WorldX, WorldY = c.WorldY, InventoryId = c.InventoryId, Energy = (byte)c.Energy, Health = (byte)c.Health, ArmorId = c.ArmorId, LeftHandId = c.LeftHandId, RightHandId = c.RightHandId }).FirstOrDefaultAsync(c => c.Id == id); //.Include(c => c.Powers) Character character = await db.Characters.FindAsync(characterId); if (character == null) { return(NotFound()); } int powerCount = await db.CharacterPowers.CountAsync(c => c.CharacterId == characterId); if (powerCount >= 7) { return(BadRequest()); } CharacterPower newPower = db.CharacterPowers.Create(); newPower.Power = power; newPower.CharacterId = characterId; db.CharacterPowers.Add(newPower); await db.SaveChangesAsync(); return(Ok(true)); }
internal virtual void OnPerformsPower(CharacterPower characterPower) { if (this.PerformsPower != null) { PerformsPowerEventArgs eventArgs = new PerformsPowerEventArgs(characterPower); this.PerformsPower(this, eventArgs); } }
internal void OnAffectedByPower(CharacterPower characterPower, Character abilityPerformedBy) { if (this.AffectedByPower != null) { AffectedByPowerEventArgs eventArgs = new AffectedByPowerEventArgs(characterPower, abilityPerformedBy); this.AffectedByPower(this, eventArgs); } }
private void Start() { shieldPowerDrain = 1f; myCharacterPower = GetComponent <CharacterPower>(); shieldTransform = transform.Find("Shield"); shieldTransform.gameObject.SetActive(false); }
protected override void Initialize() { base.Initialize(); power = GetComponent <CharacterPower>(); powerSlider = GameManager.Instance.hudStats[character.playerIndex].powerSlider; powerSlider.maxValue = maxPower; powerSlider.value = 0; }
public virtual bool PerformAbility(CharacterPower ability, Character character) { if (!ability.CanBePerformedBy(character)) { return(false); } ability.PerformBy(this, character); return(true); }
private void Character_AffectedByPower(object sender, AffectedByPowerEventArgs e) { if (sender == null) { return; } CharacterPower power = e.CharacterPower; ClientCharacter character = (ClientCharacter)sender; }
public void Verify_Add_Should_AddTheEntityToTheContext() { // Arrange Mock<IDbSet<CharacterPower>> mockSetCharacterPowers; var mockContext = CharacterPowersMockingSetup.DoMockingSetupForContext(false, out mockSetCharacterPowers); var repository = new CharacterPowersRepository(mockContext.Object); var characterPowers = new CharacterPower { Active = true, CustomKey = "SALVATORE-RAA", }; // Act repository.Add(characterPowers); // Assert mockSetCharacterPowers.Verify(x => x.Add(characterPowers), Times.Once); }
public void Verify_Add_Should_AddTheEntityToTheContext() { // Arrange Mock <IDbSet <CharacterPower> > mockSetCharacterPowers; var mockContext = CharacterPowersMockingSetup.DoMockingSetupForContext(false, out mockSetCharacterPowers); var repository = new CharacterPowersRepository(mockContext.Object); var characterPowers = new CharacterPower { Active = true, CustomKey = "SALVATORE-RAA", }; // Act repository.Add(characterPowers); // Assert mockSetCharacterPowers.Verify(x => x.Add(characterPowers), Times.Once); }
public virtual bool PerformAbility(CharacterPowerIdentity abilityId, Character character) { if (character == null) { return(false); } CharacterPower abilityToPerform = CharacterPower.Get(abilityId); if (abilityToPerform == null) { return(false); } return(this.PerformAbility(abilityToPerform, character)); }
public IActionResult AddCharacter([FromBody] Character newCharacter) { if (ModelState.IsValid) { //Populate Creator, Deity, and Role from session information newCharacter.Creator = db.Users.FirstOrDefault(id => id.UserId == 1); // newCharacter.DeityId = HttpContext.Session.GetObjectFromJson<Deity>("Deity").DeityId; // newCharacter.RoleId = HttpContext.Session.GetObjectFromJson<Role>("Role").RoleId; //Populate Divine Power and Role Power in CharacterPowers table from session // Power divinePowerJson = HttpContext.Session.GetObjectFromJson<Power>("DivinePower"); // Power rolePowerJson = HttpContext.Session.GetObjectFromJson<Power>("RolePower"); CharacterPower divineCharacterPower = new CharacterPower() { Character = newCharacter, PowerId = newCharacter.DivinePower, CurrentLevel = 1, }; CharacterPower roleCharacterPower = new CharacterPower() { Character = newCharacter, PowerId = newCharacter.RolePower, CurrentLevel = 1, }; db.Characters.Add(newCharacter); db.CharacterPowers.Add(divineCharacterPower); db.CharacterPowers.Add(roleCharacterPower); db.SaveChanges(); return(RedirectToAction("Dashboard")); } List <Deity> allDeities = db.Deities.ToList(); List <Role> allRoles = db.Roles.ToList(); List <Power> allPowers = db.Powers .OrderBy(tree => tree.SkillTreeName) .ToList(); CharacterCreator creationView = new CharacterCreator() { Deities = allDeities, Roles = allRoles, Powers = allPowers, }; return(View("CharacterCreation", creationView)); }
public void Update(GameTime gameTime, WorldState world) { foreach (CharacterPowerIdentity powerID in this.Powers) { var power = CharacterPower.Get(powerID); power.Update(gameTime, world, this); } this.Stats.Update(gameTime); this.Stats.Modifiers.Update(gameTime, this); if (this.BusyDuration > 0) { this.BusyDuration -= gameTime.ElapsedGameTime.TotalMilliseconds; } if (this.IsMoving) { this.UpdateMapPosition(gameTime); } }
public void Verify_MapToEntity_WithExistingEntity_AssignsCharacterPowerProperties() { // Arrange var mapper = new CharacterPowerMapper(); var model = CharacterPowersMockingSetup.DoMockingSetupForCharacterPowerModel(); // Act ICharacterPower existingEntity = new CharacterPower { Id = 1 }; mapper.MapToEntity(model.Object, ref existingEntity); // Assert // <None> // Related Objects Assert.Equal(model.Object.CharacterId, existingEntity.CharacterId); Assert.Equal(model.Object.PowerId, existingEntity.PowerId); // Associated Objects // <None> }
public WorldState() { CharacterPower.Load(); this.Projectiles = new List <ArrowColltionArea>(30); }
private void Character_PerformsPower(object sender, PerformsPowerEventArgs e) { if (sender == null) { return; } CharacterPower power = e.CharacterPower; ClientCharacter character = (ClientCharacter)sender; switch (power.Id) { case CharacterPowerIdentity.DefaultAttack: effectManager.AddEffect(new SwingEffect(this.GetScreenPostion(character.DrawPosition), this.GetScreenPostion(character.AimToPosition), character.IsEquiped(ItemIdentity.Bow))); break; case CharacterPowerIdentity.HardAttack: effectManager.AddEffect(new SwingEffect(this.GetScreenPostion(character.DrawPosition), this.GetScreenPostion(character.AimToPosition), character.IsEquiped(ItemIdentity.Bow))); break; case CharacterPowerIdentity.CriticalAttack: break; case CharacterPowerIdentity.StunAttack: break; case CharacterPowerIdentity.SlowingAttack: break; case CharacterPowerIdentity.DecreaseEnergyCost: break; case CharacterPowerIdentity.IncreaseEnergyCost: break; case CharacterPowerIdentity.DecreaseDuration: break; case CharacterPowerIdentity.IncreaseDuration: break; case CharacterPowerIdentity.Meditation: break; case CharacterPowerIdentity.AbsorbDamage: break; case CharacterPowerIdentity.DeflectDamage: break; case CharacterPowerIdentity.ShortSpeedBurst: break; case CharacterPowerIdentity.IncreaseSpeed: break; case CharacterPowerIdentity.IncreaseMaxHealth: break; case CharacterPowerIdentity.IncreaseMaxEnergy: break; case CharacterPowerIdentity.IncreaseHealthRegen: break; case CharacterPowerIdentity.IncreaseEnergyRegen: break; case CharacterPowerIdentity.Stealth: break; case CharacterPowerIdentity.IncreaseSwordPower: break; case CharacterPowerIdentity.IncreaseBowPower: break; case CharacterPowerIdentity.IncreasePlateArmor: break; case CharacterPowerIdentity.IncreaseLeatherArmor: break; case CharacterPowerIdentity.IncreaseMaxWeight: break; case CharacterPowerIdentity.Interrupt: break; default: break; } }
public PrepareAbility(CharacterPower abilityPrepare) { this.Ability = abilityPrepare; }
public PerformsPowerEventArgs(CharacterPower characterPower) { this.CharacterPower = characterPower; }
//============================Character 呼叫=============================== //如果被敵人打到,要取得對自己的傷害 public void GetDamage(CharacterPower getDamage) { }
public AffectedByPowerEventArgs(CharacterPower characterPower, Character abilityPerformedBy) { this.characterPower = characterPower; this.abilityPerformedBy = abilityPerformedBy; }