public void SwitchPos(FloorInfo cellA, FloorInfo cellB) { allFloors[cellA.posY].RemoveAt(cellA.posX); allFloors[cellA.posY].Insert(cellA.posX, cellB); allFloors[cellB.posY].RemoveAt(cellB.posX); allFloors[cellB.posY].Insert(cellB.posX, cellA); }
public void Test() { int floorId = 20101; FloorInfo info = GameTable.FloorInfoTableAsset.LookUp(floorId); if (null == info) { Debug.Log("OnChooseFloor FloorInfo info==null" + floorId); return; } SM.RandomRoomLevel.Singleton.m_curFloorId = floorId; // if (StageMenu.Singleton.m_isReqHelpData) { // 请求数据前 清空下数据 User.Singleton.HelperList.Clear(); // 发送服务器 请求战友列表 //int msgID = MiniServer.Singleton.req_battleHelperList(); //RegisterRespondFuncByMessageID(msgID, OnHelperCallback); HideFloor(); UpdateHelper(); } else { HideFloor(); UpdateHelper(); } }
public void SpecialMark(Vector2 coord) { //Get the coordinates of the special cube that was activated int xCoord = (int)coord.x; int yCoord = (int)coord.y; //Cycle through the 9 coords surrounding and including the pos of the special cube for (int yPos = yCoord - 1; yPos < yCoord + 2; yPos++) { for (int xPos = xCoord - 1; xPos < xCoord + 2; xPos++) { Vector2 tempCoord = new Vector2(xPos, yPos); foreach (GameObject floor in floorCubes) { //If there is a floor cube in the coord mark it as a special tile FloorInfo floorInfo = floor.GetComponent <FloorInfo>(); if (floorInfo.GetCoord() == tempCoord) { floorInfo.SpecialMarkTile(); //Add the coord to a list so that it can be used to find blocks above the floor tiles to activate if (!gameManager.specialBlockCoords.Contains(tempCoord)) { gameManager.specialBlockCoords.Add(tempCoord); } } } } } }
public WildPokemonInfo(IReadOnlyBinaryDataAccessor accessor) { var sir0 = new Sir0(accessor); int pokemonStatsCount = sir0.SubHeader.ReadInt32(0x00); int pokemonStatsOffset = sir0.SubHeader.ReadInt32(0x08); Stats = new StatsEntry[pokemonStatsCount]; for (int i = 0; i < pokemonStatsCount; i++) { var offset = sir0.Data.ReadInt64(pokemonStatsOffset + i * sizeof(long)); Stats[i] = new StatsEntry(i, sir0.Data.Slice(offset, 16)); } int floorCount = sir0.SubHeader.ReadInt32(0x10); Floors = new FloorInfo[floorCount]; for (int i = 0; i < floorCount; i++) { Floors[i] = new FloorInfo(pokemonStatsCount); var offset = sir0.SubHeader.ReadInt64(0x18 + i * sizeof(long)); for (int j = 0; j < pokemonStatsCount; j++) { Floors[i].Entries[j] = new FloorInfo.Entry(sir0.Data.Slice(offset + j * 16, 16)); } } }
public override void Init(int SceneID, LifeMCore Core, Life Parent) { FloorType type = FloorType.Normal; if (Parent == null) { return; } base.Init(SceneID, Core, Parent); if (Parent is IggFloor) { type = (Parent as IggFloor).m_FloorType; m_BuildRoomAttr = GetBuildRoomAttr(type, (Parent as IggFloor).Layer, (Parent as IggFloor).StartUnit); } else { m_BuildRoomAttr.Add(GetBuildRoomAttr(Parent, (Parent as IggWall).Layer, (Parent as IggWall).StartUnit)); } FloorInfo info = CmCarbon.GetFloor(); if (info == null) { m_FullHp = 999999999; return; } m_FullHp = info.m_hp; m_IsDamage = true; m_phy_defend = info.m_phydefend; m_magic_defend = info.m_magicdefend; }
private void ActivateMarkedCube(Vector2 markedCoord, bool isSpecial) { //Check if there is a cube above the marked tile and if there is deactivate it //find cube above marked tile CubeInfo cube = gameManager.GetCubeAboveMarkedTile(markedCoord); //If there is a cube above it Deactivate the cube if (cube != null) { StartCoroutine(gameManager.DeactivateCube(cube)); gameManager.addedPauseTime += 0.8f; } //If it isn't a special trigger then unmark normally if (!isSpecial) { markedTile.UnmarkTile(); markedTile = null; tileMarked = false; } else//Otherwise unmark as special { floorCreation.UnmarkAllSpecialBlocks(); gameManager.specialBlockCoords.Clear(); } }
public Floor(int number) { this.number = -1; this.transform = null; FloorInfo = new FloorInfo(); transitionFloors = new List <Floor>(); this.collider2D = null; }
public FloorInfo ClearFloor(FloorInfo floorInfo) { if (floorInfo.IsNull() == false) { floorInfo.SetConfig(0); } return(floorInfo); }
public void SwitchPos(FloorInfo cellInfo) { FloorInfo cellCopy = cellInfo.Copy(); cellInfo.posX = posX; cellInfo.posY = posY; posX = cellCopy.posX; posY = cellCopy.posY; }
public Floor(Transform transform, Collider2D collider2D, int number) { this.number = number; this.transform = transform; FloorInfo = new FloorInfo(); transitionFloors = new List <Floor>(); this.collider2D = collider2D; UpdateFloorInfo(collider2D); }
public void AddAnim(FloorInfo floorInfo, CellAnimType animationType = CellAnimType.clear) { List <FloorAnimInfo> stepMoves = anims[anims.Count - 1]; FloorAnimInfo animInfo = new FloorAnimInfo(); animInfo.startFrame = anims.Count; animInfo.floorInfo = floorInfo; stepMoves.Add(animInfo); }
//从逻辑坐标获取世界坐标 static Vector3 GetPositionFromPos(FloorInfo l_floorInfo) { Vector3 position = new Vector3(); position.x = PosToPosition(l_floorInfo.x); position.z = PosToPosition(l_floorInfo.z); position.y = 0; return(position); }
/// <summary> /// Load floor info when the game start /// </summary> /// <param name="info">Floor informations</param> public void LoadInfo(FloorInfo info) { //Instantiate every citizens the floor had when saved foreach (CitizenInfo citizenInfo in info.citizenInFloor) { //citizenInfo. Citizen theCitizen = Instantiate(CitizenManager.instance.Citizen, new Vector3(waypoints[0].transform.position.x, waypoints[0].transform.position.y, waypoints[0].transform.position.z), Quaternion.identity); theCitizen.info = citizenInfo; } }
private void swap(FloorInfo s) { this.m_deck_id = s.m_deck_id; this.m_level = s.m_level; this.m_material_id = s.m_material_id; this.m_hp = s.m_hp; this.m_phydefend = s.m_phydefend; this.m_magicdefend = s.m_magicdefend; this.m_magicdefend = s.m_magicdefend; }
static DungeonList() { for (int i = 0; i < maxNumTutorialFloors; i++) { string floorName = "tutorial_" + (i + 1).ToString(); arr_tutorialFloorNames[i] = floorName; } //populate the first floor arr_corpsePerFloor[0] = 2; // p sure the default value is 0, but just in case for (int i = 1; i < maxNumFloors; i++) { arr_corpsePerFloor[i] = 0; } arr_intro1FloorNames[0] = "intro_1"; for (int i = 1; i < maxNumIntro1Scenes; i++) { string floorName = "intro_1_" + (i).ToString(); arr_intro1FloorNames[i] = floorName; } //arr_intro2FloorNames[0] = "intro_2"; for (int i = 0; i < maxNumIntro2Scenes; i++) { string floorName = "intro_2_" + (i).ToString(); arr_intro2FloorNames[i] = floorName; } //make the first floor //unlocked by default arr_floorInfo[0] = new FloorInfo("scene_floor_0", 0, 0, true); //Floor_0/ //the next amount of gold (starting amount) float nextAmountOfGold = 30.0f; float scaleAmount = 1.5f; for (int i = 1; i < maxNumFloors; i++) { string floorName = "scene_floor_" + i.ToString(); // "Floor_" + i.ToString() + int floorNum = i; //floor 1: 30 + (30*1.5) = 75 //floor 2: 75 + (75*1.5) = 187 //floor 3: 187 + (187 * 1.5) = 467 //floor 4: 467 + (467 * 1.5) = 1167 //floor 5: 1167 + (1167 * 1.5) = 2917 nextAmountOfGold = (nextAmountOfGold + (nextAmountOfGold * scaleAmount)); int goldToUnlock = (int)nextAmountOfGold; arr_floorInfo[i] = new FloorInfo(floorName, floorNum, goldToUnlock, false); } }
/// <summary> /// 修改页面 /// </summary> /// <param name="id"></param> /// <returns></returns> public ActionResult FloorUpdate(int id) { //根据传过来的id获取选中账号的信息,并把查到的数据赋值给viewbag,以便页面绑定数据 FloorInfo model = FloorInfoService.GetModelByID(id); if (model != null) { ViewBag.model = model; } return(View()); }
/// <summary> /// 计算加班血量 /// </summary> public void AddFlooHp() { if (m_lFloor != null || m_lFloor.Count > 0) { FloorInfo f = CmCarbon.GetFloor(); if (f != null) { m_Floorhp = f.m_hp; } } }
public string GetFloorCondition() { FloorInfo floorInfo = GameTable.FloorInfoTableAsset.LookUp(StageMenu.Singleton.m_curFloorId); if (null == floorInfo) { UnityEngine.Debug.Log("Pause GetFloorName FloorInfo floorInfo == null m_floorId:" + StageMenu.Singleton.m_curFloorId); return(""); } return(floorInfo.m_conditions); }
public FloorInfo LookUp(int id) { FloorInfo info = null; if (m_map.TryGetValue(id, out info)) { return(info); } return(null); }
// Constructor public void Setup(int maxRoomsPerFloor) { MAX_ROOMS_PER_FLOOR = maxRoomsPerFloor; MAX_ENEMIES_PER_FLOOR = 3; MAX_OBSTACLES_PER_FLOOR = 8; // Set up floor logic currentFloorInfo = new FloorInfo(new Room(0)); numberOfRooms = 1; CreateFloorLogic(MAX_ROOMS_PER_FLOOR); currentRoom = currentFloorInfo.getStartRoom(); PrintFloor(); }
// 获得经验 的基数 public float GetBaseExp() { FloorInfo floorInfo = GameTable.FloorInfoTableAsset.LookUp(StageMenu.Singleton.m_curFloorId); if (null == floorInfo) { UnityEngine.Debug.Log("BattleSummary GetExp FloorInfo floorInfo == null m_floorId=" + StageMenu.Singleton.m_curFloorId); return(0); } Debug.Log("GetBaseExp:" + floorInfo.m_expBase); return(floorInfo.m_expBase); }
/// <summary> /// 楼栋信息添加 /// </summary> /// <param name="inputEntity"></param> /// <returns></returns> public bool DTOAdd(FloorInfoInputDTO inputEntity) { FloorInfo dataModel = Mapper.Map <FloorInfoInputDTO, FloorInfo>(inputEntity); if (floorInfoDAL.AddAndSaveChange(dataModel) > 0) { return(true); } else { return(false); } }
/// <summary> /// 检查楼栋编号是否已存在 /// </summary> /// <param name="value"></param> /// <returns></returns> public bool CheckRepeat(string value) { FloorInfo model = floorInfoDAL.LoadEntities(u => u.FloorID == value).FirstOrDefault(); if (model != null) { return(true);//说明用户编号已存在 } else { return(false); } }
public WildPokemonInfo() { Stats = new StatsEntry[(int)CreatureIndex.END]; for (int i = 0; i < (int)CreatureIndex.END; i++) { Stats[i] = new StatsEntry(); } Floors = new FloorInfo[99]; for (int i = 0; i < 99; i++) { Floors[i] = new FloorInfo((int)CreatureIndex.END); } }
public void Should_Add_Floor() { //Arrange string floorName = "First Floor"; var floor = new FloorInfo { Name = floorName }; var subject = new FloorManager(); //Act subject.Add(floor); //Assert - FluentAssertions subject.Floors.Should().HaveCount(1); }
public void UnmarkAllSpecialBlocks() { foreach (GameObject floor in floorCubes) { FloorInfo floorInfo = floor.GetComponent <FloorInfo>(); if (floorInfo != null) { if (floorInfo.isSpecialMarked) { floorInfo.SpecialUnmarkTile(); } } } }
void AddWindowsToFloor(GameObject floor, FloorInfo floorInfo) { if (floorInfo.hasWindows) { for (int i = 0; i < 4; i++) { Vector3 windowPosition = floor.transform.position + windowPositions[i]; Quaternion windowRotation = floor.transform.rotation * windowRotations[i]; GameObject newWindow = (GameObject)Instantiate(window, windowPosition, windowRotation); newWindow.transform.parent = floor.transform; } } }
//И┤ок public FloorInfo Copy() { FloorInfo floorInfo = new FloorInfo(); floorInfo.runId = runId; //if (config != null) //{ // floorInfo.config = (config_cell_item)config.Copy(); //} floorInfo.config = config; floorInfo.posX = posX; floorInfo.posY = posY; return(floorInfo); }
public override void ShowList() { base.ShowList(); int i; for (i = 0; i < FloorModel.Instance.allFloors.Count; i++) { for (int j = 0; j < FloorModel.Instance.allFloors[0].Count; j++) { FloorInfo floorInfo = FloorModel.Instance.allFloors[i][j]; CreateFloorItem(j, i, floorInfo); } } }
public void RollCut(int cutNum) { crtBattle.RollCut(cutNum); int i; for (i = 0; i < cutNum; i++) { MonsterModel.Instance.allMonsters.RemoveAt(0); FloorModel.Instance.allFloors.RemoveAt(0); CellModel.Instance.allCells.RemoveAt(0); WallModel.Instance.allWalls.RemoveAt(0); CoverModel.Instance.allCovers.RemoveAt(0); } for (i = 0; i < crtBattle.battle_height; i++) { List <MonsterInfo> yMonsters = MonsterModel.Instance.allMonsters[i]; List <FloorInfo> yFloors = FloorModel.Instance.allFloors[i]; List <CellInfo> yCells = CellModel.Instance.allCells[i]; List <List <WallInfo> > yWalls = WallModel.Instance.allWalls[i]; List <CoverInfo> yCovers = CoverModel.Instance.allCovers[i]; for (int j = 0; j < crtBattle.battle_width; j++) { MonsterInfo monsterInfo = yMonsters[j]; monsterInfo.posY -= cutNum; FloorInfo floorInfo = yFloors[j]; floorInfo.posY -= cutNum; CellInfo cellInfo = yCells[j]; cellInfo.posY -= cutNum; List <WallInfo> xWalls = yWalls[j]; for (int n = 0; n < xWalls.Count; n++) { WallInfo wallInfo = xWalls[n]; wallInfo.posY -= cutNum; } CoverInfo coverInfo = yCovers[j]; coverInfo.posY -= cutNum; } } SkillModel.Instance.InitFightingEntitys(); }