public void SDL_Click() { if (isAdding == false) { selectedSkill = SDL; panel.SetActive(true); text_detail_name.text = SDL.name; text_detail_intro.text = "对目标敌人及其他两名敌人造成闪电伤害"; Refresh_Detail(); text_1_1_name.text = "闪电链1-1"; text_1_2_name.text = "闪电链1-2"; text_1_3_name.text = "闪电链1-3"; text_2_1_name.text = "闪电链2-1"; text_2_2_name.text = "闪电链2-2"; text_2_3_name.text = "闪电链2-3"; text_3_1_name.text = "闪电链3-1"; text_3_2_name.text = "闪电链3-2"; text_3_3_name.text = "闪电链3-3"; text_4_1_name.text = "闪电链4-1"; text_4_2_name.text = "闪电链4-2"; text_4_3_name.text = "闪电链4-3"; SetAllDetailImage("闪电链"); } }
void Start() { playerStats = gameObject.GetComponent <CharacterStats>(); activeSkill1 = new SkillClass(); activeSkill2 = new SkillClass(); //player skills //SecretArts: 2nd Form Fatal, renamed to Gale Return SkillClass Fatal_Return = new SkillClass(SkillClass.defensive_Keyword, 100, false, 5f, "Fatal_Return_Icon", "FatalReturn", "FatalReturn", 5f, "Agility", "SecretArts 2nd Form: Fatal Return", "The 2nd form of the SecretArts school, a quick and powerful counter attack, " + "where the user pull the blade to the side horizontally, then after evading incoming attack, unleashes a powerful slash, " + "along with powerful wind blades", 3f); Fatal_Return.configureSkillSecondaryEffect(SkillClass.offensive_Keyword, 1.2f, "", 0.0f); //SecretArts:6th Form Fuji Stance //SecretArts: 5th Form Descent of the Dragon addNewSkill(Fatal_Return); }
public void BFX_Click() { if (isAdding == false) { selectedSkill = BFX; panel.SetActive(true); text_detail_name.text = BFX.name; text_detail_intro.text = "对全体敌人造成冰冷伤害"; Refresh_Detail(); text_1_1_name.text = "暴风雪1-1"; text_1_2_name.text = "暴风雪1-2"; text_1_3_name.text = "暴风雪1-3"; text_2_1_name.text = "暴风雪2-1"; text_2_2_name.text = "暴风雪2-2"; text_2_3_name.text = "暴风雪2-3"; text_3_1_name.text = "暴风雪3-1"; text_3_2_name.text = "暴风雪3-2"; text_3_3_name.text = "暴风雪3-3"; text_4_1_name.text = "暴风雪4-1"; text_4_2_name.text = "暴风雪4-2"; text_4_3_name.text = "暴风雪4-3"; SetAllDetailImage("暴风雪"); } }
public void HQS_Click() { if (isAdding == false) { selectedSkill = HQS; panel.SetActive(true); text_detail_name.text = HQS.name; text_detail_intro.text = "对目标敌人造成火焰伤害"; Refresh_Detail(); text_1_1_name.text = "火球术1-1"; text_1_2_name.text = "火球术1-2"; text_1_3_name.text = "火球术1-3"; text_2_1_name.text = "火球术2-1"; text_2_2_name.text = "火球术2-2"; text_2_3_name.text = "火球术2-3"; text_3_1_name.text = "火球术3-1"; text_3_2_name.text = "火球术3-2"; text_3_3_name.text = "火球术3-3"; text_4_1_name.text = "火球术4-1"; text_4_2_name.text = "火球术4-2"; text_4_3_name.text = "火球术4-3"; SetAllDetailImage("火球术"); } }
public SkillInfo(String name, SkillClass skillClass, String description, String followUpDescription) { this.name = name; this.skillClass = skillClass; this.description = description; this.followUpDescription = followUpDescription; }
public void HY_Click() { if (isAdding == false) { selectedSkill = HY; panel.SetActive(true); text_detail_name.text = HY.name; text_detail_intro.text = "对全体敌人造成火焰伤害"; Refresh_Detail(); text_1_1_name.text = "火雨1-1"; text_1_2_name.text = "火雨1-2"; text_1_3_name.text = "火雨1-3"; text_2_1_name.text = "火雨2-1"; text_2_2_name.text = "火雨2-2"; text_2_3_name.text = "火雨2-3"; text_3_1_name.text = "火雨3-1"; text_3_2_name.text = "火雨3-2"; text_3_3_name.text = "火雨3-3"; text_4_1_name.text = "火雨4-1"; text_4_2_name.text = "火雨4-2"; text_4_3_name.text = "火雨4-3"; SetAllDetailImage("火雨"); } }
// Start is called before the first frame update void Start() { SkillClass skill = gameObject.transform.parent.parent.GetComponent <SkillManager>().selectedSkill; string detail = gameObject.transform.parent.parent.GetComponent <SkillManager>().selectedDetail; showText.text = GettheIntro(skill.id, ConvertDetailtoOrder(detail)); }
public void BD_Click() { if (isAdding == false) { selectedSkill = BD; panel.SetActive(true); text_detail_name.text = BD.name; text_detail_intro.text = "对目标敌人造成冰冷伤害"; Refresh_Detail(); text_1_1_name.text = "冰弹1-1"; text_1_2_name.text = "冰弹1-2"; text_1_3_name.text = "冰弹1-3"; text_2_1_name.text = "冰弹2-1"; text_2_2_name.text = "冰弹2-2"; text_2_3_name.text = "冰弹2-3"; text_3_1_name.text = "冰弹3-1"; text_3_2_name.text = "冰弹3-2"; text_3_3_name.text = "冰弹3-3"; text_4_1_name.text = "冰弹4-1"; text_4_2_name.text = "冰弹4-2"; text_4_3_name.text = "冰弹4-3"; SetAllDetailImage("冰弹"); } }
public void Setup(SkillClass S, MasterScript M, GameObject G, Text F) { Sref = S; TextUse = S.NameSkill; DetailUse = S.DescribeSkill; Mref = M; Detail = G; Flavour = F; }
public static Transform skillprefab(SkillClass skill, SkillBreed breed) { Transform[] allList = Resources.LoadAll <Transform>("ScriptableObjects/skills/skillPrefabs"); List <Transform> all = new List <Transform>(); for (int i = 0; i < allList.Length; i++) { all.Add(allList[i]); } if (skill == SkillClass.damage) { if (breed == SkillBreed.Close) { return(all.Find(x => x.GetComponent <Slash>())); } else { return(all.Find(x => x.GetComponent <Shoot>())); } } else if (skill == SkillClass.mixedDamage) { if (breed == SkillBreed.Close) { return(all.Find(x => x.GetComponent <MixedSlash>())); } else { return(all.Find(x => x.GetComponent <MixedShoot>())); } } else if (skill == SkillClass.addState) { return(all.Find(x => x.GetComponent <AttritubeChange>())); } else if (skill == SkillClass.heal) { return(all.Find(x => x.GetComponent <AddHeal>())); } else if (skill == SkillClass.addHpMpTp) { return(all.Find(x => x.GetComponent <AddBarChart>())); } else if (skill == SkillClass.revive) { return(all.Find(x => x.GetComponent <ReviveOne>())); } else if (skill == SkillClass.intervene) { return(all.Find(x => x.GetComponent <Intervene>())); } return(null); }
public virtual void InitInstance() { SkillObj = new Dictionary <string, List <GameObject> >(); TheSkillClass = SkillClass.instance; SkillParticleManager = GameObject.Find("SkillParticleManager"); TheChampionData = GetComponent <ChampionData>(); TheSplatManager = GetComponentInChildren <SplatManager>(); TheChampionBehaviour = GetComponent <ChampionBehavior>(); TheUIStat = GameObject.FindGameObjectWithTag("UICanvas").GetComponent <UICanvas>().Stat.GetComponent <UIStat>(); InitTempValue(); }
/// <summary> /// 최초 설정 값을 잡는 함수 /// </summary> public virtual void InitInstance() { skillObj = new Dictionary <string, List <GameObject> >(); TheSkillClass = SkillClass.Instance; skillParticleManager = new GameObject("SkillParticleManager"); skillParticleManager.transform.parent = this.transform.parent; TheChampionData = GetComponent <ChampionData>(); TheSplatManager = GetComponentInChildren <SplatManager>(); TheChampionBehaviour = GetComponent <ChampionBehavior>(); championAnimation = GetComponent <ChampionAnimation>(); }
private SkillClass CreateSkill(int sid, string sname, string srating) { GameObject temp = Instantiate(SkillPrefab); temp.transform.SetParent(viewContent.transform); SkillClass tempSkill = temp.GetComponent <SkillClass>(); tempSkill.SkillID = sid; tempSkill.SkillName = sname; tempSkill.SkillRating = srating; return(tempSkill); }
public void SaveSkill(SkillClass skill) { ConnectToDB("SimpleGame.db"); dbCommand = dbConnection.CreateCommand(); dbCommand.CommandText = "UPDATE Skill SET Name = '" + skill.name + "', Type = " + skill.type + ", Level = " + skill.level + ", Active = " + skill.active + ", Passive1 = " + skill.passive1 + ", Passive2 = " + skill.passive2 + ", Passive3 = " + skill.passive3 + ", Passive4 = " + skill.passive4 + ", Passive5 = " + skill.passive5 + ", Passive6 = " + skill.passive6 + ", Passive7 = " + skill.passive7 + ", Passive8 = " + skill.passive8 + ", Passive9 = " + skill.passive9 + ", Passive10 = " + skill.passive10 + ", Passive11 = " + skill.passive11 + ", Passive12 = " + skill.passive12 + " WHERE ID = " + skill.id; dbCommand.ExecuteNonQuery(); CloseConnection(); }
public Skill(string name, SkillClass skillClass, int level = 1, SkillSex skillSex = SkillSex.DontCare) { if (skillClass == SkillClass.NoLevel) { Level = 0; } else { Level = level; } Class = skillClass; SexApplicabilty = skillSex; Name = name; }
public Skill(string name, SkillType type, SkillClass skillClass, Emotion emotion, Emotion emotionSwitch, int cost, int damage, DamageType damageType, StatusEffect status, int statusChance, string description) { Name = name; Type = type; SkillClass = skillClass; Emotion = emotion; EmotionSwitch = emotionSwitch; Cost = cost; Damage = damage; DamageType = damageType; Status = status; StatusChance = statusChance; Description = description; }
public UnitSkill() { var unitSkillData = (UnitSkillData)skillData; costMP = unitSkillData.costMP; costHP = unitSkillData.costHP; skillRange = unitSkillData.skillRange; hoverRange = unitSkillData.hoverRange; skillRate = unitSkillData.skillRate; comboType = unitSkillData.comboType; skillType = unitSkillData.skillType; skillClass = unitSkillData.skillClass; rangeType = unitSkillData.rangeType; animID = unitSkillData.animID; }
public void SetupActions() { UiElements[4].SetActive(true); foreach (Transform Child in UiElements[4].transform) { Destroy(Child.gameObject); } for (int i = 0; i < Mref.Cref.Learned.Count; i++) { SkillClass Sref = Mref.Cref.Learned[i]; GameObject S = Instantiate(SkillText); S.GetComponent <ActionScript>().Setup(Sref, Mref, UiElements[5], UiElements[5].GetComponentInChildren <Text>()); S.transform.SetParent(UiElements[4].transform); S.GetComponent <Text>().text = Sref.NameSkill; } }
public void SetupShop() { UiElements[8].SetActive(true); foreach (Transform Child in UiElements[8].transform) { Destroy(Child.gameObject); } for (int i = 0; i < Mref.Gref.Shop.Length; i++) { SkillClass Sref = Mref.Gref.Shop[i]; GameObject S = Instantiate(SkillText); S.GetComponent <ActionScript>().Setup(Sref, Mref, UiElements[5], UiElements[5].GetComponentInChildren <Text>()); S.transform.SetParent(UiElements[8].transform); S.GetComponent <Text>().text = Sref.NameSkill + "(" + Sref.LearnCost + ")"; } }
//used for adding a new skill public bool addNewSkill(SkillClass newSkill) { for (int i = 0; i < playerSkills.Count; i++) { if (playerSkills[i].getSkillName().Equals(newSkill.getSkillName())) { return(false); } if (playerSkills[i].getIconSpriteName().Equals(newSkill.getIconSpriteName())) { return(false); } } playerSkills.Add(newSkill); return(true); }
public void Skill(int skillName, int skillLevel, HeroManager enemy) { int damage = 0; int elseTargetCount = 0; string skillNameStr = ""; SkillClass thisSkill = new SkillClass(); foreach (SkillClass i in skillList) { if (i.id == skillName) { thisSkill = i; } } damage = thisSkill.basicDamage; for (int i = 0; i < skillLevel; i++) { damage = (int)(1.3 * damage); } damage = damage * (1 + theHero.ap / 100); //基本伤害公式:(基础伤)*1.3技能等级次方*(1+法强/100) if (skillName == 1) { //闪电链:对目标敌人及其他两名敌人造成伤害 elseTargetCount = 2; skillNameStr = "闪电链!"; } else if (skillName == 2) { //火球术:对目标敌人造成伤害 elseTargetCount = 0; skillNameStr = "火球术!"; } else if (skillName == 3) { //暴风雪:对全体敌人造成伤害 elseTargetCount = 5; skillNameStr = "暴风雪!"; } skillNameText.text = skillNameStr; SkillNameBlink(); Spell(enemy, damage, elseTargetCount); }
//--------------------------------- Skill Class --------------------------------- public static SkillClass getClassByName(string name) { SkillClass _class = null; switch (name) { case "Wizard": _class = new SkillClass("Wizard", new byte[] { 249, 230, 107, 255 }); break; case "Warrior": _class = new SkillClass("Warrior", new byte[] { 9, 142, 187, 255 }); break; case "Assassin": _class = new SkillClass("Assassin", new byte[] { 158, 26, 21, 255 }); break; } return(_class); }
public List <SkillClass> GetAllSkill() { ConnectToDB("SimpleGame.db"); List <SkillClass> skillList = new List <SkillClass>(); dataReader = ExecuteQuery("SELECT Name, Type, Level, Active, Passive1, Passive2, Passive3, Passive4, Passive5, Passive6" + ", Passive7, Passive8, Passive9, Passive10, Passive11, Passive12, ID, BasicDamage FROM Skill;"); while (dataReader.HasRows) { if (dataReader.Read()) { SkillClass skill = new SkillClass(); skill.name = dataReader.GetString(0); skill.type = dataReader.GetInt32(1); skill.level = dataReader.GetInt32(2); skill.active = dataReader.GetInt32(3); skill.passive1 = dataReader.GetInt32(4); skill.passive2 = dataReader.GetInt32(5); skill.passive3 = dataReader.GetInt32(6); skill.passive4 = dataReader.GetInt32(7); skill.passive5 = dataReader.GetInt32(8); skill.passive6 = dataReader.GetInt32(9); skill.passive7 = dataReader.GetInt32(10); skill.passive8 = dataReader.GetInt32(11); skill.passive9 = dataReader.GetInt32(12); skill.passive10 = dataReader.GetInt32(13); skill.passive11 = dataReader.GetInt32(14); skill.passive12 = dataReader.GetInt32(15); skill.id = dataReader.GetInt32(16); skill.basicDamage = dataReader.GetInt32(17); skillList.Add(skill); } } CloseConnection(); return(skillList); }
public void setSkill2(string skill_Name) { bool set = false; UISkillSlot2.GetComponent <Image>().enabled = true; for (int i = 0; i < playerSkills.Count; i++) { if (playerSkills[i].getSkillName().Equals(skill_Name)) { activeSkill2 = playerSkills[i]; UISkillSlot2.GetComponent <Image>().sprite = Resources.Load <Sprite>("Skill_Icons/" + playerSkills[i].getIconSpriteName()); set = true; } } if (!set) { throw new System.Exception("SkillSlot2: Skill Does Not Exist"); } }
public SkillClass GetSkill(int id) { ConnectToDB("SimpleGame.db"); SkillClass skill = new SkillClass(); skill.id = id; dataReader = ExecuteQuery("SELECT Name, Type, Level, Active, Passive1, Passive2, Passive3, Passive4, Passive5, Passive6" + ", Passive7, Passive8, Passive9, Passive10, Passive11, Passive12, BasicDamage FROM Skill WHERE ID = " + id + ";"); while (dataReader.HasRows) { if (dataReader.Read()) { skill.name = dataReader.GetString(0); skill.type = dataReader.GetInt32(1); skill.level = dataReader.GetInt32(2); skill.active = dataReader.GetInt32(3); skill.passive1 = dataReader.GetInt32(4); skill.passive2 = dataReader.GetInt32(5); skill.passive3 = dataReader.GetInt32(6); skill.passive4 = dataReader.GetInt32(7); skill.passive5 = dataReader.GetInt32(8); skill.passive6 = dataReader.GetInt32(9); skill.passive7 = dataReader.GetInt32(10); skill.passive8 = dataReader.GetInt32(11); skill.passive9 = dataReader.GetInt32(12); skill.passive10 = dataReader.GetInt32(13); skill.passive11 = dataReader.GetInt32(14); skill.passive12 = dataReader.GetInt32(15); skill.basicDamage = dataReader.GetInt32(16); } } CloseConnection(); return(skill); }
public void saveSkillManager(List <SkillClass> playerSkills, SkillClass activeSkill1, SkillClass activeSkill2) { this.playerSkills = playerSkills.ToArray(); this.activeSkill1 = activeSkill1; this.activeSkill2 = activeSkill2; }
public static void BeforeLogLineRead(bool isImport, Advanced_Combat_Tracker.LogLineEventArgs logInfo) { string l = logInfo.logLine; try { DateTime timestamp = ParseLogDateTime(l); char[] dt = { '\t' }; string[] logParts = l.Split(dt); int flag = Convert.ToInt32(logParts[2], 16); if (flag > 7) { return; } l = logParts[7]; Match m; // open m = regex_open.Match(l); if (m.Success) { string target = m.Groups["target"].Success ? DecodeString(m.Groups["target"].Value) : ""; encounter = target; Advanced_Combat_Tracker.ActGlobals.oFormActMain.SetEncounter(timestamp, encounter, encounter); // DQX_ACT_Plugin.LogParserMessage("Open: "+target); NameClass.Clear(); return; } // close m = regex_close.Match(l); if (m.Success) { // Advanced_Combat_Tracker.ActGlobals.oFormActMain.ChangeZone("test"); Advanced_Combat_Tracker.ActGlobals.oFormActMain.EndCombat(true); // DQX_ACT_Plugin.LogParserMessage("Close: "); return; } // action if (!l.StartsWith(" →")) { m = regex_action.Match(l); if (m.Success) { actor = m.Groups["actor"].Success ? DecodeString(m.Groups["actor"].Value) : ""; action = m.Groups["action"].Success ? DecodeString(m.Groups["action"].Value) : ""; if (!NameClass.ContainsKey(actor)) { if (SkillClass.ContainsKey(action)) { NameClass.Add(actor, SkillClass[action]); } } return; } m = regex_action2.Match(l); if (m.Success) { actor = "不明"; action = m.Groups["action"].Success ? DecodeString(m.Groups["action"].Value) : ""; return; } // death m = regex_dead2.Match(l); if (m.Success) { string target = m.Groups["target"].Success ? DecodeString(m.Groups["target"].Value) : ""; Advanced_Combat_Tracker.ActGlobals.oFormActMain.AddCombatAction( (int)Advanced_Combat_Tracker.SwingTypeEnum.Healing, false, "", "不明", "Death", Advanced_Combat_Tracker.Dnum.Death, timestamp, Advanced_Combat_Tracker.ActGlobals.oFormActMain.GlobalTimeSorter, target, ""); return; } return; } if (!Advanced_Combat_Tracker.ActGlobals.oFormActMain.InCombat) { return; } // crit m = regex_crit.Match(l); if (m.Success) { isCritical = true; return; } // damage m = regex_hit.Match(l); if (m.Success) { string target = m.Groups["target"].Success ? DecodeString(m.Groups["target"].Value) : ""; // if (Advanced_Combat_Tracker.ActGlobals.oFormActMain.SetEncounter(timestamp, actor, encounter)) { MasterSwing ms = new MasterSwing( (int)Advanced_Combat_Tracker.SwingTypeEnum.NonMelee, isCritical, "", new Advanced_Combat_Tracker.Dnum(int.Parse(m.Groups["damage"].Value, System.Globalization.NumberStyles.AllowThousands)), timestamp, Advanced_Combat_Tracker.ActGlobals.oFormActMain.GlobalTimeSorter, action, actor, "", target); Advanced_Combat_Tracker.ActGlobals.oFormActMain.AddCombatAction(ms); var e = false; foreach (var a in Allies) { if (a.Name == ms.Attacker) { e = true; break; } } if (ms.Attacker == encounter) { e = true; } if (!e) { CombatantData cd = ms.ParentEncounter.GetCombatant(ms.Attacker); Allies.Add(cd); } ms.ParentEncounter.SetAllies(Allies); } isCritical = false; return; } // miss m = regex_miss.Match(l); if (m.Success) { string target = m.Groups["target"].Success ? DecodeString(m.Groups["target"].Value) : ""; // if (Advanced_Combat_Tracker.ActGlobals.oFormActMain.SetEncounter(timestamp, actor, encounter)) { Advanced_Combat_Tracker.ActGlobals.oFormActMain.AddCombatAction( (int)Advanced_Combat_Tracker.SwingTypeEnum.NonMelee, isCritical, "", actor, action, Advanced_Combat_Tracker.Dnum.Miss, timestamp, Advanced_Combat_Tracker.ActGlobals.oFormActMain.GlobalTimeSorter, target, ""); } isCritical = false; return; } // heal m = regex_heal.Match(l); if (m.Success) { string target = m.Groups["target"].Success ? DecodeString(m.Groups["target"].Value) : ""; // if (Advanced_Combat_Tracker.ActGlobals.oFormActMain.SetEncounter(timestamp, actor, encounter)) { MasterSwing ms = new MasterSwing( (int)Advanced_Combat_Tracker.SwingTypeEnum.Healing, isCritical, "", new Advanced_Combat_Tracker.Dnum(int.Parse(m.Groups["damage"].Value, System.Globalization.NumberStyles.AllowThousands)), timestamp, Advanced_Combat_Tracker.ActGlobals.oFormActMain.GlobalTimeSorter, action, actor, "", target); Advanced_Combat_Tracker.ActGlobals.oFormActMain.AddCombatAction(ms); var e = false; foreach (var a in Allies) { if (a.Name == ms.Attacker) { e = true; break; } } if (ms.Attacker == encounter) { e = true; } if (!e) { CombatantData cd = ms.ParentEncounter.GetCombatant(ms.Attacker); Allies.Add(cd); } ms.ParentEncounter.SetAllies(Allies); } isCritical = false; return; } // death m = regex_dead.Match(l); if (m.Success) { string target = m.Groups["target"].Success ? DecodeString(m.Groups["target"].Value) : ""; // if (Advanced_Combat_Tracker.ActGlobals.oFormActMain.SetEncounter(timestamp, actor, encounter)) { Advanced_Combat_Tracker.ActGlobals.oFormActMain.AddCombatAction( (int)Advanced_Combat_Tracker.SwingTypeEnum.Healing, isCritical, "", actor, "Death", Advanced_Combat_Tracker.Dnum.Death, timestamp, Advanced_Combat_Tracker.ActGlobals.oFormActMain.GlobalTimeSorter, target, ""); } isCritical = false; return; } } catch (Exception ex) { string exception = ex.ToString().Replace(Environment.NewLine, " "); if (ex.InnerException != null) { exception += " " + ex.InnerException.ToString().Replace(Environment.NewLine, " "); } DQX_ACT_Plugin.LogParserMessage("Error [LogParse.BeforeLogLineRead] " + exception + " " + logInfo.logLine); } // For debugging // if (!string.IsNullOrWhiteSpace(l)) // DQX_ACT_Plugin.LogParserMessage("Unhandled Line: " + logInfo.logLine); }
// Start is called before the first frame update void Start() { panel.SetActive(false); DBManager dbm = new DBManager(); skillList = dbm.GetAllSkill(); hero = dbm.GetHero(1); foreach (SkillClass i in skillList) { switch (i.id) { case 1: //闪电链 SDL = i; break; case 2: //火球术 HQS = i; break; case 3: //暴风雪 BFX = i; break; case 4: //冰弹 BD = i; break; case 5: //火雨 HY = i; break; case 6: //atkup ATKup = i; break; case 7: //defup DEFup = i; break; case 8: //speedup SPDup = i; break; case 9: //apup APup = i; break; default: break; } } Refresh(); btn_save.gameObject.SetActive(false); btn_cancel.gameObject.SetActive(false); if (hero.skillPoint <= 0) { btn_addPoint.gameObject.SetActive(false); } }