private void HandleIsHeal(EAbility key, string value) { if (value.ToLowerInvariant().Equals("true")) { AbilityTable.Instance.Table[key].Data.IsHeal = true; } }
private void HandleSingleFXRandomTranslate(EAbility key, string value) { if (value.ToLowerInvariant().Equals("true")) { AbilityTable.Instance.Table[key].Data.SingleFXRandomTranslate = true; } }
private void HandleCustomGraphics(EAbility key, string value) { if (value.ToLowerInvariant().Equals("true")) { AbilityTable.Instance.Table[key].Data.CustomGraphics = true; } }
private void HandleHostile(EAbility key, string value) { if (value.ToLowerInvariant().Equals("false")) { AbilityTable.Instance.Table[key].Data.Hostile = false; } }
public void Tick() { QAbility?.Tick(); WAbility?.Tick(); EAbility?.Tick(); RAbility?.Tick(); }
public void ChangePlayerAbility(EAbility type) { string soundName = "ActivePickup"; // necessary guard, as this method gets called before audioManager is intialized if (audioManager != null) { audioManager.Play(soundName); } m_chosenAbility = m_playerAbilities[(int)type].Ability; switch (m_chosenAbility) { case PlayerController.EAbility.Dash: m_cooldownReady.color = Color.blue; break; case PlayerController.EAbility.ProjectileExplosion: m_cooldownReady.color = Color.red; break; case PlayerController.EAbility.Slowmo: m_cooldownReady.color = Color.yellow; break; } }
private void AddPrereq(EAbility dependent, EAbility prereq) { SkillNode dependentNode = m_SkillTree[(int)dependent]; SkillNode prereqNode = m_SkillTree[(int)prereq]; prereqNode.AddDependent(dependentNode); dependentNode.AddPrereq(prereqNode); }
private void AddAntireq(EAbility antireq1, EAbility antireq2) { SkillNode antireqNode1 = m_SkillTree[(int)antireq1]; SkillNode antireqNode2 = m_SkillTree[(int)antireq2]; antireqNode1.AddAntireq(antireqNode2); antireqNode2.AddAntireq(antireqNode1); }
private void HandleResistType(EAbility type, string s) { var resist = EResistType.None; if (EnumUtil <EResistType> .TryGetEnumValue(s, ref resist)) { AbilityTable.Instance.Table[type].Data.Resist = resist; } }
private void HandleInjuries(EAbility type, string s) { var injury = EInjury.None; if (EnumUtil <EInjury> .TryGetEnumValue(s, ref injury)) { AbilityTable.Instance.Table[type].Data.Injuries.Add(injury); } }
private void HandleCastType(EAbility key, string value) { var type = ECastType.None; if (EnumUtil <ECastType> .TryGetEnumValue(value, ref type)) { AbilityTable.Instance.Table[key].Data.CastType = type; } }
private int remainingPrereqs; // Count of unlearnt public SkillNode(EAbility skillType) { type = skillType; status = ESkillStatus.Learnable; prereqs = new List <SkillNode>(); antireqs = new List <SkillNode>(); dependents = new List <SkillNode>(); remainingPrereqs = 0; }
public void SetAbility(EAbility a, bool lWeapon, bool isWeapon) { this._ability = a; this._lWeapon = lWeapon; this._isWpnAbility = isWeapon; var img = this._imgHandle.GetComponent <Image>(); img.sprite = GUISpriteLoader.Instance.GetAbilityBtnImg(a); img.transform.localScale = ViewParams.WPN_IMG_SCALE; }
public void Tick() { QAbility?.Tick(); WAbility?.Tick(); EAbility?.Tick(); RAbility?.Tick(); HPRegen?.Tick(); MPRegen?.Tick(); State?.Tick(); --Game.Player.Hunger; }
public Sprite GetAbilityBtnImg(EAbility ability) { var path = StringUtil.PathBuilder(ICON_PATH, "Icon", EXTENSION); var stuff = Resources.LoadAll(path); int index = 1; if (AbilityTable.Instance.Table.ContainsKey(ability)) { index = AbilityTable.Instance.Table[ability].Data.IconSprite; } return(stuff[index + 1] as Sprite); }
private void HandleEffects(XElement el, string value, EAbility key) { var type = EEffect.None; foreach (var att in el.Attributes()) { if (EnumUtil <EEffect> .TryGetEnumValue(att.Value, ref type)) { var effect = EffectBuilder.Instance.BuildEffect(el, type); this._table.Table[key].Data.Effects.Add(effect); } } }
private void HandleSprites(EAbility key, string value) { var csv = value.Split(','); foreach (var v in csv) { int parsed = 0; if (int.TryParse(v, out parsed)) { AbilityTable.Instance.Table[key].Data.Sprites.Add(parsed); } } }
public MAbility CreateNewObject(EAbility ability) { try { var proto = AbilityTable.Instance.Table[ability]; return(proto.Copy()); } catch (Exception e) { Debug.LogError(e); return(null); } }
private void HandleShapeshiftSprites(XElement element, EAbility type) { var v = AbilityTable.Instance.Table[type] as Shapeshift; foreach (var ele in element.Elements()) { switch (ele.Name.ToString()) { case ("CharAttackHead"): { v.Info.CharAttackHead = int.Parse(ele.Value); } break; case ("CharAttackTorso"): { v.Info.CharAttackTorso = int.Parse(ele.Value); } break; case ("CharHeadDead"): { v.Info.CharHeadDead = int.Parse(ele.Value); } break; case ("CharHeadFlinch"): { v.Info.CharHeadFlinch = int.Parse(ele.Value); } break; case ("CharHead"): { v.Info.CharHead = int.Parse(ele.Value); } break; case ("CharTorso"): { v.Info.CharTorso = int.Parse(ele.Value); } break; } } }
public void AcquireSkill(EAbility skill) { SkillNode newSkill = m_SkillTree[(int)skill]; switch (newSkill.GetStatus()) { case ESkillStatus.Learnable: GuiOutput.Log(String.Format("{0} Acquired!", skill)); newSkill.Acquire(); break; case ESkillStatus.MissingPrereq: GuiOutput.Log("MISSING PREREQ"); break; case ESkillStatus.Unlearnable: GuiOutput.Log("UNLEARNABLE"); break; case ESkillStatus.Acquired: GuiOutput.Log("ALREADY LEARNT"); break; } }
private void HandleIndex(EAbility type, XElement ele, string mod, string value) { double v = 1; double.TryParse(value, out v); switch (mod) { case ("AccMod"): { this._table.Table[type].Data.AccMod = v; } break; case ("AoE"): { this._table.Table[type].Data.AoE = v; } break; case ("APCost"): { this._table.Table[type].Data.APCost = (int)v; } break; case ("ArmorIgnoreMod"): { this._table.Table[type].Data.ArmorIgnoreMod = v; } break; case ("ArmorPierceMod"): { this._table.Table[type].Data.ArmorPierceMod = v; } break; case ("BlockIgnoreMod"): { this._table.Table[type].Data.BlockIgnoreMod = v; } break; case ("ECastType"): { this.HandleCastType(type, value); } break; case ("CastDuration"): { this._table.Table[type].Data.CastDuration = (int)v; } break; case ("CustomGraphics"): { this.HandleCustomGraphics(type, value); } break; case ("DamageMod"): { this._table.Table[type].Data.DamageMod = double.Parse(value); } break; case ("Description"): { this._table.Table[type].Data.Description = value; } break; case ("DisplayDamage"): { this.HandleDisplayDamage(type, value); } break; case ("DmgPerPower"): { this._table.Table[type].Data.DmgPerPower = double.Parse(value); } break; case ("Duration"): { this._table.Table[type].Data.Duration = double.Parse(value); } break; case ("DodgeMod"): { this._table.Table[type].Data.DodgeMod = v; } break; case ("EEffect"): { this.HandleEffects(ele, value, type); } break; case ("FatigueCost"): { this._table.Table[type].Data.FatigueCost = (int)v; } break; case ("FlatDamage"): { this._table.Table[type].Data.FlatDamage = v; } break; case ("Hostile"): { this.HandleHostile(type, value); } break; case ("HitsTiles"): { this.HandleHitsTiles(type, value); } break; case ("IconSprite"): { this._table.Table[type].Data.IconSprite = (int)v; } break; case ("IsHeal"): { this.HandleIsHeal(type, value); } break; case ("Injury"): { this.HandleInjuries(type, value); } break; case ("MaxSprites"): { this._table.Table[type].Data.MaxSprites = (int)v; } break; case ("MeleeBlockChanceMod"): { this._table.Table[type].Data.MeleeBlockChanceMod = v; } break; case ("MinSprites"): { this._table.Table[type].Data.MinSprites = (int)v; } break; case ("ParryModMod"): { this._table.Table[type].Data.ParryModMod = v; } break; case ("ProcessDamage"): { this.HandleProcessDamage(type, value); } break; case ("Range"): { this._table.Table[type].Data.Range = (int)v; } break; case ("RangeBlockMod"): { this._table.Table[type].Data.RangeBlockMod = v; } break; case ("RechargeTime"): { this._table.Table[type].Data.RechargeTime = v; } break; case ("EResistType"): { this.HandleResistType(type, value); } break; case ("ShapeshiftSprites"): { this.HandleShapeshiftSprites(ele, type); } break; case ("ShieldDamageMod"): { this._table.Table[type].Data.ShieldDamageMod = v; } break; case ("SingleFXRandomTranslate"): { this.HandleSingleFXRandomTranslate(type, value); } break; case ("Sprites"): { this.HandleSprites(type, value); } break; case ("SpellLevel"): { this._table.Table[type].Data.SpellLevel = (int)v; } break; } }
public MAbility(EAbility t) : base(t) { }
public AAbility(EAbility type) { this._data = new AbilityData(); this._logic = new AbilityLogic(); this._type = type; }
public Shapeshift(EAbility type) : base(type) { this.Info = new ShapeshiftInfo(); }
public void HandleType(EAbility type) { var table = AbilityTable.Instance.Table; switch (type) { case (EAbility.Aim): { table.Add(type, new Aim()); } break; case (EAbility.Attack_Of_Opportunity): { table.Add(type, new AttackOfOpportunity()); } break; case (EAbility.Bite): { table.Add(type, new Bite()); } break; case (EAbility.Bulldoze): { table.Add(type, new Bulldoze()); } break; case (EAbility.Break_Armor): { table.Add(type, new BreakArmor()); } break; case (EAbility.Break_Shield): { table.Add(type, new BreakShield()); } break; case (EAbility.Charge): { table.Add(type, new Charge()); } break; case (EAbility.Cerebral_Nova): { table.Add(type, new CerebralNova()); } break; case (EAbility.Chop): { table.Add(type, new Chop()); } break; case (EAbility.Crush): { table.Add(type, new Crush()); } break; case (EAbility.Eldritch_Chomp): { table.Add(type, new EldrtichChomp()); } break; case (EAbility.Feeblemind): { table.Add(type, new FeebleMind()); } break; case (EAbility.Fire): { table.Add(type, new Fire()); } break; case (EAbility.Healing_Touch): { table.Add(type, new HealingTouch()); } break; case (EAbility.Gash): { table.Add(type, new Gash()); } break; case (EAbility.Great_Strike): { table.Add(type, new GreatStrike()); } break; case (EAbility.Hadoken): { table.Add(type, new Hadoken()); } break; case (EAbility.Haste_Song): { table.Add(type, new HasteSong()); } break; case (EAbility.Hold_Person): { table.Add(type, new HoldPerson()); } break; case (EAbility.Intellect): { table.Add(type, new Intellect()); } break; case (EAbility.Kamehameha): { table.Add(type, new Kamehameha()); } break; case (EAbility.Maim): { table.Add(type, new Maim()); } break; case (EAbility.Mental_Laceration): { table.Add(type, new MentalLaceration()); } break; case (EAbility.Moonbeam): { table.Add(type, new Moonbeam()); } break; case (EAbility.Mind_Blast): { table.Add(type, new MindBlast()); } break; case (EAbility.Mind_Hunt): { table.Add(type, new MindHunt()); } break; case (EAbility.Orc_Metal): { table.Add(type, new OrcMetal()); } break; case (EAbility.Pain_Link): { table.Add(type, new PainLink()); } break; case (EAbility.Pierce): { table.Add(type, new Pierce()); } break; case (EAbility.Psychic_Artillery): { table.Add(type, new PsychicArtillery()); } break; case (EAbility.Pull): { table.Add(type, new Pull()); } break; case (EAbility.Quick_Heal): { table.Add(type, new QuickHeal()); } break; case (EAbility.Quick_Barrier): { table.Add(type, new QuickBarrier()); } break; case (EAbility.Rejuvenation): { table.Add(type, new Rejuvenation()); } break; case (EAbility.Riposte): { table.Add(type, new Riposte()); } break; case (EAbility.Scatter): { table.Add(type, new Scatter()); } break; case (EAbility.Sever): { table.Add(type, new Sever()); } break; case (EAbility.Soothing_Mist): { table.Add(type, new SoothingMist()); } break; case (EAbility.Shield_Bash): { table.Add(type, new ShieldBash()); } break; case (EAbility.Shield_Wall): { table.Add(type, new ShieldWall()); } break; case (EAbility.Shove): { table.Add(type, new Shove()); } break; case (EAbility.Slash): { table.Add(type, new Slash()); } break; case (EAbility.Slime_Rain): { table.Add(type, new SlimeRain()); } break; case (EAbility.Spear_Wall): { table.Add(type, new SpearWall()); } break; case (EAbility.Stab): { table.Add(type, new Stab()); } break; case (EAbility.Stun): { table.Add(type, new Stun()); } break; case (EAbility.Suppress_Area): { table.Add(type, new SuppressArea()); } break; case (EAbility.Summon_Shoggoth): { table.Add(type, new SummonShoggoth()); } break; case (EAbility.Sunbeam): { table.Add(type, new Sunbeam()); } break; case (EAbility.Weenlight_Sonata): { table.Add(type, new WeenlightSonata()); } break; case (EAbility.Wereween): { table.Add(type, new Wereween()); } break; case (EAbility.Wide_Strike): { table.Add(type, new WideStrike()); } break; case (EAbility.Whirlwind): { table.Add(type, new Whirlwind()); } break; case (EAbility.Wrap): { table.Add(type, new Wrap()); } break; } }
public bool HasSkill(EAbility skill) { return(m_SkillTree.HasSkill(skill)); }
public sbyte GetAbility(EAbility eAbility) { switch (eAbility) { case EAbility.NONE: return(0); case EAbility.Control: return(uControl); case EAbility.Corners: return(uCorners); case EAbility.Crossing: return(uCrossing); case EAbility.Dribbling: return(uDribbling); case EAbility.Finishing: return(uFinishing); case EAbility.Flair: return(uFlair); case EAbility.FreeKicks: return(uFreeKicks); case EAbility.LongPassing: return(uLongPassing); case EAbility.LongShots: return(uLongShots); case EAbility.Marking: return(uMarking); case EAbility.Passing: return(uPassing); case EAbility.Penalties: return(uPenalties); case EAbility.Tackling: return(uTackling); case EAbility.Volleying: return(uVolleying); case EAbility.Aggression: return(uAggression); case EAbility.Composure: return(uComposure); case EAbility.Concentration: return(uConcentration); case EAbility.Creativity: return(uCreativity); case EAbility.Determination: return(uDetermination); case EAbility.Leadership: return(uLeadership); case EAbility.Movement: return(uMovement); case EAbility.Positioning: return(uPositioning); case EAbility.WorkRate: return(uWorkRate); case EAbility.Pace: return(uPace); case EAbility.Stamina: return(uStamina); case EAbility.Strength: return(uStrength); case EAbility.AerialAbility: return(uAerialAbility); case EAbility.LongThrows: return(uLongThrows); case EAbility.CommandOfArea: return(uCommandOfArea); case EAbility.Distribution: return(uDistribution); case EAbility.Handling: return(uHandling); case EAbility.OneOnOnes: return(uOneOnOnes); case EAbility.SavingPenalties: return(uSavingPenalties); case EAbility.ShotStopping: return(uShotStopping); case EAbility.SpeedRat: return((sbyte)(uPace + uStamina + uMovement + uWorkRate)); case EAbility.PassingRat: return((sbyte)(uPassing + uCrossing + uDistribution + uLongPassing)); case EAbility.SetPeicesRat: return((sbyte)(uFreeKicks + uCorners + uPenalties + uLongThrows)); case EAbility.FocusRat: return((sbyte)(uDetermination + uComposure + uLeadership + uConcentration)); case EAbility.SkillRat: return((sbyte)(uFlair + uDribbling + uCreativity + uControl)); case EAbility.StrengthRat: return((sbyte)(uStrength + uAggression)); case EAbility.AerialRat: return((sbyte)(uAerialAbility)); case EAbility.ShootingRat: return((sbyte)(uLongShots + uFinishing + uVolleying)); case EAbility.DefendingRat: return((sbyte)(uTackling + uMarking + uPositioning)); case EAbility.PositioningRat: return((sbyte)(uPositioning)); case EAbility.GoalkeepingRat: return((sbyte)(uCommandOfArea + uDistribution + uHandling + uOneOnOnes + uSavingPenalties + uShotStopping)); default: return(0); } }
public bool HasSkill(EAbility skill) { return(m_SkillTree[(int)skill].GetStatus() == ESkillStatus.Acquired); }
public void AcquireSkill(EAbility skill) { m_SkillTree.AcquireSkill(skill); }
private void HandleType(EAbility type) { this._mediator.HandleType(type); }