public static Unit Spawn(UnitID unitID)
        {
            Unit unit = UnitFactory.Create(unitID);

            if (unit != null)
                GameManager.TheGameManager.GameObjects.Add(unit);

            return unit;
        }
        public static Unit Create(UnitID unitID)
        {
            switch (unitID)
            {
                case UnitID.Regnan: return new Regnan();
                case UnitID.AI_Werewolf: return new AIWerewolf();
                case UnitID.AITestBoss: return new AITestBoss();
                case UnitID.Guard: return new Guard();
                case UnitID.Skull: return new Skull();
                case UnitID.Slime: return new Slime();
                case UnitID.Beholder: return new Beholder();
            }

            return null;
        }
Пример #3
0
 public CommandGetUnitSettings(UnitID UnitID)
 {
     this.UnitID = UnitID;
 }
        public Unit SpawnUnit(UnitID unitID, Vector2 tileCoord)
        {
            Unit unit = UnitFactory.Spawn(unitID);

            if (unit == null)
            {
                return null;
                //throw new Exception("Unknown unit: " + unitID);
            }

            unit.Position = Map.TileCoordToPosition(tileCoord);

            if (unit.ControlledBy == Controller.Player) {
                controlledUnit = (PlayerUnit)unit;
            }

            return unit;
        }
Пример #5
0
    /// <summary>
    /// 召唤怪物到时间后要被销毁
    /// </summary>
    static void OnSummonMonsterDisappear(System.Object param)
    {
        UnitID uid = (UnitID)(param);

        ActorManager.Instance.DestroyActor(uid, 0);
    }
Пример #6
0
 public SystemLastError(UnitID UnitID, Errors Error)
 {
     this.UnitID = UnitID;
     this.Error  = Error;
 }
Пример #7
0
 public static IUnit GetUnit(UnitID unitID)
 {
     using (var unitsManager = UnitsManager.CreateInstance()) {
         return(unitsManager.Units.FirstOrDefault(p => p.ID == unitID));
     }
 }
Пример #8
0
        // 유닛의 이름으로 생성
        public Unit CreateUnit(string unitString)
        {
            UnitID unitID = (UnitID)Enum.Parse(typeof(UnitID), unitString);

            return(CreateUnit(unitID));
        }
Пример #9
0
 public UUnitT(UnitID id, PrefabCache cache) :
     base(id, cache, UUnitT.PREFAB_FILE)
 {
     this.move_range = 4;
     this.jump_range = 1;
 }
Пример #10
0
 public UUnitSphere(UnitID id, PrefabCache cache) :
     base(id, cache, UUnitSphere.PREFAB_FILE)
 {
 }
Пример #11
0
        public XmlNode exportXMLnode()
        {
            XmlDocument   xmlDoc        = new XmlDocument();
            StringWriter  stringWriter  = new StringWriter();
            XmlTextWriter xmlTextWriter = new XmlTextWriter(stringWriter);
            XmlNode       rootNode      = null;

            if (isNodeComment)
            {
                rootNode = xmlDoc.CreateComment(comment);
                xmlDoc.AppendChild(rootNode);
                return(rootNode);
            }
            rootNode = xmlDoc.CreateElement(aimnType.ToString());
            xmlDoc.AppendChild(rootNode);

            #region IEC61850Server
            if (slaveType == SlaveTypes.IEC61850Server)
            {
                foreach (string attr in arrAttributes)
                {
                    XmlAttribute attrName = xmlDoc.CreateAttribute(attr);
                    attrName.Value = (string)this.GetType().GetProperty(attr).GetValue(this);
                    rootNode.Attributes.Append(attrName);
                }
                XmlAttribute attr2 = xmlDoc.CreateAttribute("ReportingIndex");
                attr2.Value = iec61850reportingindex.ToString();
                rootNode.Attributes.Append(attr2);

                XmlAttribute attrDataType = xmlDoc.CreateAttribute("DataType");
                attrDataType.Value = DataType.ToString();
                rootNode.Attributes.Append(attrDataType);

                XmlAttribute attrCommandType = xmlDoc.CreateAttribute("CommandType");
                attrCommandType.Value = CommandType.ToString();
                rootNode.Attributes.Append(attrCommandType);

                XmlAttribute attrDeadband = xmlDoc.CreateAttribute("Deadband");
                attrDeadband.Value = Deadband.ToString();
                rootNode.Attributes.Append(attrDeadband);

                XmlAttribute attrMultiplier = xmlDoc.CreateAttribute("Multiplier");
                attrMultiplier.Value = Multiplier.ToString();
                rootNode.Attributes.Append(attrMultiplier);

                XmlAttribute attrConstant = xmlDoc.CreateAttribute("Constant");
                attrConstant.Value = Multiplier.ToString();
                rootNode.Attributes.Append(attrConstant);

                XmlAttribute attrDescription = xmlDoc.CreateAttribute("Description");
                attrDescription.Value = Description.ToString();
                rootNode.Attributes.Append(attrDescription);
            }
            #endregion IEC61850Server

            #region GDisplaySlave
            if (slaveType == SlaveTypes.GRAPHICALDISPLAYSLAVE)
            {
                foreach (string attr in arrAttributes)
                {
                    XmlAttribute attrName = xmlDoc.CreateAttribute(attr);
                    attrName.Value = (string)this.GetType().GetProperty(attr).GetValue(this);
                    rootNode.Attributes.Append(attrName);
                }
                XmlAttribute attrCellNo = xmlDoc.CreateAttribute("CellNo");
                attrCellNo.Value = CellNo.ToString();
                rootNode.Attributes.Append(attrCellNo);

                XmlAttribute attrWidget = xmlDoc.CreateAttribute("Widget");
                attrWidget.Value = Widget.ToString();
                rootNode.Attributes.Append(attrWidget);

                XmlAttribute attrUnit = xmlDoc.CreateAttribute("Unit");
                attrUnit.Value = UnitID.ToString();
                rootNode.Attributes.Append(attrUnit);

                XmlAttribute attrDescription = xmlDoc.CreateAttribute("Description");
                attrDescription.Value = Description.ToString();
                rootNode.Attributes.Append(attrDescription);
            }
            #endregion GDisplaySlave

            #region OtherSlave
            if ((slaveType == SlaveTypes.DNP3SLAVE) || (slaveType == SlaveTypes.IEC101SLAVE) || (slaveType == SlaveTypes.IEC104) || (slaveType == SlaveTypes.MODBUSSLAVE) || (slaveType == SlaveTypes.UNKNOWN) || (slaveType == SlaveTypes.SPORTSLAVE) || (slaveType == SlaveTypes.MQTTSLAVE) || (slaveType == SlaveTypes.SMSSLAVE))
            {
                foreach (string attr in arrAttributes)
                {
                    XmlAttribute attrName = xmlDoc.CreateAttribute(attr);
                    attrName.Value = (string)this.GetType().GetProperty(attr).GetValue(this);
                    rootNode.Attributes.Append(attrName);
                }
            }
            #endregion OtherSlave

            return(rootNode);
        }
Пример #12
0
        public Parse_Unit_Files_List()
        {
            List <Unit_Files_List> FB_List       = parse_Unit_Files_List_FB(@"D:\Games\PS3\EXVSFB JPN\Pkg research\FB Repacker\Repack\PAC\Input\MBON Reimport Project\list_fb.bin");
            List <Unit_Files_List> MBON_List     = parse_Unit_Files_List_MBON(@"D:\Games\PS3\EXVSFB JPN\Pkg research\FB Repacker\Repack\PAC\Input\MBON Reimport Project\big_endian_list.bin");
            List <Unit_Files_List> Combined_List = new List <Unit_Files_List>();

            UnitIDList    unitIDList   = load_UnitID();
            List <UnitID> unit_ID_List = unitIDList.Unit_ID;

            StringBuilder MBONlog = new StringBuilder();

            MBONlog.AppendLine("MBON PAC Hashes");
            foreach (var MBON in MBON_List)
            {
                if (FB_List.Any(x => x.Unit_ID == MBON.Unit_ID))
                {
                    Unit_Files_List FBUnit = FB_List.FirstOrDefault(x => x.Unit_ID == MBON.Unit_ID);
                    FBUnit.MBONAdded = false;
                    Combined_List.Add(FBUnit);
                }
                else
                {
                    if (unit_ID_List.Any(x => x.id == MBON.Unit_ID))
                    {
                        UnitID unit = unit_ID_List.FirstOrDefault(x => x.id == MBON.Unit_ID);

                        MBONlog.AppendLine(@"//----------------------- " + unit.name_english + @"-----------------------//");

                        // Manually add own made hashes to newly added MBON units
                        Crc32  crc32             = new Crc32();
                        string sound_effect_str  = unit.name_english + "_sound_effects";
                        string sound_effect_hash = crc32.Get(Encoding.UTF8.GetBytes(sound_effect_str.ToLower())).ToString("X8");

                        MBONlog.AppendLine(sound_effect_str + " - 0x" + sound_effect_hash);

                        uint.TryParse(sound_effect_hash, out uint result);
                        MBON.sound_effect_PAC_hash = result;


                        string global_pilot_voices_str  = unit.name_english + "_global_pilot_voices";
                        string global_pilot_voices_hash = crc32.Get(Encoding.UTF8.GetBytes(global_pilot_voices_str.ToLower())).ToString("X8");

                        MBONlog.AppendLine(global_pilot_voices_str + " - 0x" + global_pilot_voices_hash);

                        uint.TryParse(global_pilot_voices_hash, out result);
                        MBON.global_pilot_voices_PAC_hash = result;


                        string sortie_and_awakening_sprites_costume_1_str  = unit.name_english + "_sortie_and_awakening_sprites_costume_1";
                        string sortie_and_awakening_sprites_costume_1_hash = crc32.Get(Encoding.UTF8.GetBytes(sortie_and_awakening_sprites_costume_1_str.ToLower())).ToString("X8");

                        MBONlog.AppendLine(sortie_and_awakening_sprites_costume_1_str + " - 0x" + sortie_and_awakening_sprites_costume_1_hash);

                        uint.TryParse(sortie_and_awakening_sprites_costume_1_hash, out result);
                        MBON.sortie_and_awakening_sprites_PAC_hash = result;


                        string global_pilot_voice_file_list_str  = unit.name_english + "_global_pilot_voice_file_list";
                        string global_pilot_voice_file_list_hash = crc32.Get(Encoding.UTF8.GetBytes(global_pilot_voice_file_list_str.ToLower())).ToString("X8");

                        MBONlog.AppendLine(global_pilot_voice_file_list_str + " - 0x" + global_pilot_voice_file_list_hash);

                        uint.TryParse(global_pilot_voice_file_list_hash, out result);
                        MBON.voice_file_list_PAC_hash = result;


                        string local_pilot_voices_str  = unit.name_english + "_global_pilot_voices";
                        string local_pilot_voices_hash = crc32.Get(Encoding.UTF8.GetBytes(local_pilot_voices_str.ToLower())).ToString("X8");

                        MBONlog.AppendLine(local_pilot_voices_str + " - 0x" + local_pilot_voices_hash);

                        uint.TryParse(local_pilot_voices_hash, out result);
                        MBON.local_pilot_voices_STREAM_PAC_hash = result;

                        MBON.MBONAdded = true;

                        Combined_List.Add(MBON);
                    }
                }
            }

            StreamWriter streamWriter = File.CreateText(@"D:\Games\PS3\EXVSFB JPN\Pkg research\FB Repacker\Repack\PAC\Input\MBON Reimport Project\GeneratedMBONPACHashes.txt");

            streamWriter.Write(MBONlog.ToString());

            streamWriter.Close();

            string       json   = JsonConvert.SerializeObject(Combined_List, Formatting.Indented);
            StreamWriter jsonSW = File.CreateText(@"D:\Games\PS3\EXVSFB JPN\Pkg research\FB Repacker\Repack\PAC\Input\MBON Reimport Project\AllUnitsPACHashes.json");

            jsonSW.Write(json);
            jsonSW.Close();
        }
Пример #13
0
        protected void lvMDUnit_ItemCommand(object sender, ListViewCommandEventArgs e)
        {
            Int64 UnitID;

            Int64.TryParse(e.CommandArgument.ToString(), out UnitID);

            if (UnitID > 0)
            {
                if (string.Equals(e.CommandName, "EditItem"))
                {
                    _UnitID = UnitID;

                    PrepareEditView();

                    cpeEditor.Collapsed   = false;
                    cpeEditor.ClientState = "false";
                }
                else if (string.Equals(e.CommandName, "DeleteItem"))
                {
                    try
                    {
                        Int64 result = -1;

                        String fe = SqlExpressionBuilder.PrepareFilterExpression(MDUnitEntity.FLD_NAME_UnitID, UnitID.ToString(), SQLMatchType.Equal);

                        MDUnitEntity mDUnitEntity = new MDUnitEntity();


                        result = FCCMDUnit.GetFacadeCreate().Delete(mDUnitEntity, fe, DatabaseOperationType.Delete, TransactionRequired.No);

                        if (result == 0)
                        {
                            _UnitID       = 0;
                            _MDUnitEntity = new MDUnitEntity();
                            PrepareInitialView();
                            BindMDUnitList();

                            MiscUtil.ShowMessage(lblMessage, "Unit has been successfully deleted.", true);
                        }
                        else
                        {
                            MiscUtil.ShowMessage(lblMessage, "Failed to delete Unit.", true);
                        }
                    }
                    catch (Exception ex)
                    {
                        MiscUtil.ShowMessage(lblMessage, ex.Message, true);
                    }
                }
            }
        }
Пример #14
0
 public void SaveUnitENV(UnitID UnitID)
 {
     _controller.SaveUnitENV(UnitID);
 }
Пример #15
0
 public CommandSaveUnitENV(UnitID UnitID)
 {
     this.UnitID = UnitID;
 }
Пример #16
0
        // 유닛의 이름으로 해제
        public bool ReleaseUnit(string unitString, Unit unit)
        {
            UnitID unitID = (UnitID)Enum.Parse(typeof(UnitID), unitString);

            return(ReleaseUnit(unitID, unit));
        }
Пример #17
0
        // 유닛의 타입으로 해제
        public bool ReleaseUnit(UnitID unitID, Unit unit)
        {
            switch (unitID)
            {
            case UnitID.Alice:
                PoolManager.Instance.Release <Warrior_Alice>("Prefabs/Warrior_Alice", (Warrior_Alice)unit);
                return(true);

            case UnitID.Fuyuko:
                PoolManager.Instance.Release <Warrior_Fuyuko>("Prefabs/Warrior_Fuyuko", (Warrior_Fuyuko)unit);
                return(true);

            case UnitID.Kaho:
                PoolManager.Instance.Release <Warrior_Kaho>("Prefabs/Warrior_Kaho", (Warrior_Kaho)unit);
                return(true);

            case UnitID.Shiori:
                PoolManager.Instance.Release <Archer_Shiori>("Prefabs/Archer_Shiori", (Archer_Shiori)unit);
                return(true);

            case UnitID.Ranger:
                PoolManager.Instance.Release <Archer_Ranger>("Prefabs/Archer_Ranger", (Archer_Ranger)unit);
                return(true);

            case UnitID.Serika:
                PoolManager.Instance.Release <Archer_Serika>("Prefabs/Archer_Serika", (Archer_Serika)unit);
                return(true);

            case UnitID.Yuni:
                PoolManager.Instance.Release <Caster_Yuni>("Prefabs/Caster_Yuni", (Caster_Yuni)unit);
                return(true);

            case UnitID.Nian:
                PoolManager.Instance.Release <Caster_Nian>("Prefabs/Caster_Nian", (Caster_Nian)unit);
                return(true);

            case UnitID.Asahi:
                PoolManager.Instance.Release <Caster_Asahi>("Prefabs/Caster_Asahi", (Caster_Asahi)unit);
                return(true);

            case UnitID.Slime:
                PoolManager.Instance.Release <Slime>("Prefabs/Monster_Slime", (Slime)unit);
                return(true);

            case UnitID.Bat:
                PoolManager.Instance.Release <Bat>("Prefabs/Monster_Bat", (Bat)unit);
                return(true);

            case UnitID.Mushroom:
                PoolManager.Instance.Release <Mushroom>("Prefabs/Monster_Mushroom", (Mushroom)unit);
                return(true);

            case UnitID.Skeleton:
                PoolManager.Instance.Release <Skeleton>("Prefabs/Monster_Skeleton", (Skeleton)unit);
                return(true);

            case UnitID.Kong:
                PoolManager.Instance.Release <Kong>("Prefabs/Monster_Kong", (Kong)unit);
                return(true);

            default:
                return(false);
            }
        }
Пример #18
0
 public CommandStop(UnitID UnitID)
 {
     this.UnitID = UnitID;
 }
Пример #19
0
 public CommandMove(UnitID UnitID, int Steps, byte Speed)
 {
     this.UnitID = UnitID;
     this.Steps  = Steps;
     this.Speed  = Speed;
 }
Пример #20
0
 public CommandSetMode(UnitID UnitID, UnitSettings Mode)
 {
     this.UnitID = UnitID;
     this.Mode   = Mode;
 }
Пример #21
0
 public virtual WebUnit GetWebUnit(UnitID unitID)
 {
     return(WebUnits.FirstOrDefault(p => p.UnitID == unitID));
 }
Пример #22
0
 public string SetIgnoreECC(OnOff state)
 {
     return(ExecuteCommand(AMCC_3Ware_State.TW_CLI_path, TW_CLI_ParameterType.UnitSetIgnoreECC, CtlID, UnitID.ToString(), state.ToString().ToLower()));
 }
Пример #23
0
 public string SetName(string name)
 {
     return(ExecuteCommand(AMCC_3Ware_State.TW_CLI_path, TW_CLI_ParameterType.UnitSetName, CtlID, UnitID.ToString(), name));
 }
Пример #24
0
        public string SetCache(OnOff state, bool quiet)
        {
            var parameter = quiet ? TW_CLI_ParameterType.UnitSetCacheQuiet : TW_CLI_ParameterType.UnitSetCache;

            return(ExecuteCommand(AMCC_3Ware_State.TW_CLI_path, parameter, CtlID, UnitID.ToString(), state.ToString().ToLower()));
        }
Пример #25
0
 public Iid(int nodeId, UnitID unitid)
 {
     _node_ID = nodeId;
     _unit_ID = unitid;
 }
Пример #26
0
 public CommandSetAccSteps(UnitID UnitID, ushort AccelerationSteps)
 {
     this.UnitID            = UnitID;
     this.AccelerationSteps = AccelerationSteps;
 }