Пример #1
0
    public int GetGoldById(int uid)
    {
        if (Singleton <PvpManager> .Instance.IsInPvp)
        {
            PvpStatisticMgr.HeroData heroData = Singleton <PvpManager> .Instance.StatisticMgr.GetHeroData(uid);

            if (heroData != null)
            {
                return(heroData.CurGold);
            }
            return(0);
        }
        else
        {
            GoldCounter goldCounter = this.GetCounter(UtilType.Gold) as GoldCounter;
            if (goldCounter == null)
            {
                return(0);
            }
            GoldValue goldValue = goldCounter.GetValue(uid) as GoldValue;
            if (goldValue == null)
            {
                return(0);
            }
            return(goldValue.CurrentGold);
        }
    }
Пример #2
0
    private void AddGoldByUnitId(int inUnitId, int inGoldVal)
    {
        GoldCounter goldCounter = this.GetCounter(UtilType.Gold) as GoldCounter;

        if (goldCounter == null)
        {
            return;
        }
        GoldValue goldValue = goldCounter.GetValue(inUnitId) as GoldValue;

        if (goldValue == null)
        {
            return;
        }
        goldValue.ChangeGold(inGoldVal);
    }
Пример #3
0
    public int ChangeGoldById(int uid, int changeNum)
    {
        GoldCounter goldCounter = this.GetCounter(UtilType.Gold) as GoldCounter;

        if (goldCounter == null)
        {
            return(0);
        }
        GoldValue goldValue = goldCounter.GetValue(uid) as GoldValue;

        if (goldValue == null)
        {
            ClientLogger.Error("not gold data for this id:" + uid);
            return(0);
        }
        goldValue.ChangeGold(changeNum);
        return(goldValue.CurrentGold);
    }
    public void PlayerShootButton()
    {
        ray = Camera.main.ViewportPointToRay(new Vector3(.5f, .5f, 0));

        if (Physics.Raycast(ray, out hit, Mathf.Infinity))
        {
            if (hit.collider.gameObject.tag == "enemy")
            {
                Npc enemy = hit.collider.gameObject.GetComponent <Npc>();
                enemy.TakeDamage();
            }
            if (hit.collider.gameObject.tag == "GoldPrize")
            {
                GoldCounter gem = hit.collider.gameObject.GetComponent <GoldCounter>();
                gem.Money();
            }
            if (hit.collider.gameObject.tag == "ManaPrize")
            {
                ManaPrize mana = hit.collider.gameObject.GetComponent <ManaPrize>();
                mana.Mana();
            }
            if (hit.collider.gameObject.tag == "HealthPrize")
            {
                HealthPrize heal = hit.collider.gameObject.GetComponent <HealthPrize>();
                heal.Heal();
            }
            if (hit.collider.gameObject.tag == "EnemyShield")
            {
                EnemyShield shield = hit.collider.gameObject.GetComponent <EnemyShield>();
                shield.HitShield();
            }
        }


        if (uzi.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.1f;
            camerashake.Camerashake.magnitude = 0.2f;
        }
        if (ak47.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.1f;
            camerashake.Camerashake.magnitude = 0.2f;
        }
        if (m4a1.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.1f;
            camerashake.Camerashake.magnitude = 0.2f;
        }
        if (shotgun.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.2f;
            camerashake.Camerashake.magnitude = 0.3f;
        }
        if (shotgun2.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.2f;
            camerashake.Camerashake.magnitude = 0.3f;
        }
        if (pistol.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.08f;
            camerashake.Camerashake.magnitude = 0.18f;
        }
        if (pistol2.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.08f;
            camerashake.Camerashake.magnitude = 0.18f;
        }
        if (deagle.activeSelf)
        {
            camerashake.Camerashake.duration  = 0.08f;
            camerashake.Camerashake.magnitude = 0.18f;
        }

        camerashake.Camerashake.StartCoroutine(camerashake.Camerashake.shake());
        if (!shot)
        {
            kovan.Play();
            muzzle.Play();
            gunSound.Play();
            shot = true;
            //ammo--;
            GameObject bulletObject = Instantiate(bulletPrefab);

            /* bulletObject.transform.position = Main.transform.position + Main.transform.forward;
             * bulletObject.transform.forward = Main.transform.forward;*/
            bulletObject.transform.position = gunFront.transform.position + gunFront.transform.forward;
            bulletObject.transform.forward  = gunFront.transform.forward;
            if (pistol.activeInHierarchy)
            {
                StartCoroutine(Shoot(0.5f));
                pistolanim.Play("pistol_sekme");
            }
            if (pistol2.activeInHierarchy)
            {
                StartCoroutine(Shoot(0.5f));
                pistol2anim.Play("pistol2_sekme");
            }
            if (deagle.activeInHierarchy)
            {
                StartCoroutine(Shoot(0.5f));
                deagleanim.Play("deagle_sekme");
            }

            if (uzi.activeInHierarchy)
            {
                StartCoroutine(Shoot(0.2f));
                uzianim.Play("uzi_sekme");
            }
            if (ak47.activeInHierarchy)
            {
                StartCoroutine(Shoot(0.2f));
                ak47anim.Play("ak47_sekme");
            }
            if (m4a1.activeInHierarchy)
            {
                StartCoroutine(Shoot(0.2f));
                m4a1anim.Play("m4a1_sekme");
            }

            if (shotgun.activeInHierarchy)
            {
                StartCoroutine(Shoot(1f));
                shotgunanim.Play("shotgun_sekme");
            }
            if (shotgun2.activeInHierarchy)
            {
                StartCoroutine(Shoot(1f));
                shotgun2anim.Blend("shotgun2_sekme");
                shotgun2anim.Play("shotgun_pull");
            }
            IEnumerator Shoot(float time)
            {
                if (!shot)
                {
                }

                yield return(new WaitForSeconds(time));

                shot = false;

                // Code to execute after the delay
            }
        }
    }
Пример #5
0
 public override void ToPick()
 {
     GoldCounter.ToChangeAmountOfGold(GoldValue);
     EndThisObject();
 }