/// <summary> /// 武器選択 /// </summary> void Weapon() { mBG.SetActive(mWeaponChange); if (mStateManager.GetState() == States.Weapon) { mInputVec = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); if (mInputVec.y > 0) { mWeapon = WeaponsList.Sword; } else if (mInputVec.x > 0) { mWeapon = WeaponsList.Gun; } else if (mInputVec.y < 0) { mWeapon = WeaponsList.Fist; } else if (mInputVec.x < 0) { mWeapon = WeaponsList.Cane; } } }
/// <summary> /// 武器 /// </summary> /// <param name="weapon"></param> public void SetWeapon(WeaponsList weapon) { if (weapon == WeaponsList.None || weapon == mNewWeapon) { return; } mBeforeWeapon = mNewWeapon; mNewWeapon = weapon; if (mNewWeapon == WeaponsList.Sword) { mHP -= mWeaponScript[WeaponsList.Sword].GetComponent <Sword>().GetWeaponHP(); mWeaponScript[WeaponsList.Sword].GetComponent <Sword>().mIsRecast = false; } if (mNewWeapon == WeaponsList.Gun) { mHP -= mWeaponScript[WeaponsList.Gun].GetComponent <Gun>().GetWeaponHP(); mWeaponScript[WeaponsList.Gun].GetComponent <Gun>().mIsRecast = false; } if (mNewWeapon == WeaponsList.Cane) { mHP -= mWeaponScript[WeaponsList.Cane].GetComponent <Cane>().GetWeaponHP(); mWeaponScript[WeaponsList.Cane].GetComponent <Cane>().mIsRecast = false; } ActiveSetting(); }
private void StockShop() { //Add weapons to weapons list for (var loop = 1; loop <= 5; loop++) { WeaponsList.Add(new Weapon("Wooden Stick", 1, 3, 1)); WeaponsList.Add(new Weapon("Kung Fu Fist", 3, 5, 3)); WeaponsList.Add(new Weapon("ACME Boxing Glove", 5, 10, 5)); WeaponsList.Add(new Weapon("Roundhouse Boots", 8, 18, 8)); } //Add armor to armors list for (var loop = 1; loop <= 5; loop++) { ArmorsList.Add(new Armor("Leather Vest", 1, 2, 1)); ArmorsList.Add(new Armor("Padded Shield", 2, 5, 3)); ArmorsList.Add(new Armor("Shock Absorbing Robe", 5, 9, 5)); ArmorsList.Add(new Armor("Chuck Norris' Beard", 7, 15, 8)); } //Add potions to potions list for (var loop = 1; loop <= 5; loop++) { PotionsList.Add(new Potion("Sizzurp", 5, 5, 2)); PotionsList.Add(new Potion("Super Sizzurp", 10, 10, 5)); PotionsList.Add(new Potion("Sizzurp de Saints", 30, 30, 13)); } }
/// <summary> /// The load weapons. /// </summary> /// <param name="WeaponsList">The weapons list.</param> /// <remarks></remarks> public void LoadWeapons(ref List <CollectionInfo> WeaponsList) { if (WeaponsList == null) { WeaponsList = new List <CollectionInfo>(); } else { WeaponsList.Clear(); } map.OpenMap(MapTypes.Internal); // Lists all weapons for (int i = 0; i < map.MetaInfo.TagType.Length; i++) { if ((map.MetaInfo.TagType[i] == "itmc") || (map.MetaInfo.TagType[i] == "vehc")) { CollectionInfo Weapon = new CollectionInfo(); Meta m = new Meta(map); m.ReadMetaFromMap(i, false); Weapon.ItmcTagNumber = i; // Base address of ITMC tag, offset of WEAP pointer (+20) map.BR.BaseStream.Position = map.MetaInfo.Offset[Weapon.ItmcTagNumber] + 20; Weapon.WeapTagNumber = map.Functions.ForMeta.FindMetaByID(map.BR.ReadInt32()); if (Weapon.WeapTagNumber == -1) { continue; } // Base address of WEAP tag, offset of HLMT pointer (+56) map.BR.BaseStream.Position = map.MetaInfo.Offset[Weapon.WeapTagNumber] + 56; Weapon.HlmtTagNumber = map.Functions.ForMeta.FindMetaByID(map.BR.ReadInt32()); if (Weapon.HlmtTagNumber != -1) { // Base address of HLMT tag, offset of MODE pointer (+4) map.BR.BaseStream.Position = map.MetaInfo.Offset[Weapon.HlmtTagNumber] + 4; Weapon.ModelTagNumber = map.Functions.ForMeta.FindMetaByID(map.BR.ReadInt32()); m.ReadMetaFromMap(Weapon.ModelTagNumber, false); Weapon.Model = new ParsedModel(ref m); ParsedModel.DisplayedInfo.LoadDirectXTexturesAndBuffers(ref device, ref Weapon.Model); // Store names into Weapon Weapon.TagPath = map.FileNames.Name[i]; Weapon.TagType = map.MetaInfo.TagType[i]; int xx = map.Functions.ForMeta.FindByNameAndTagType(Weapon.TagType, Weapon.TagPath); string[] NameSplit = map.FileNames.Name[xx].Split('\\'); Weapon.Name = NameSplit[NameSplit.Length - 1]; Weapon.Name = Weapon.Name.Replace('_', ' '); WeaponsList.Add(Weapon); } } } map.CloseMap(); }
public void CreaturePicksUpWeapon(Entities entity, Weapon weapon) { if (!WeaponsList.Contains(weapon)) { return; } entity.EquipWeapon(weapon); }
public void CheckOut(string itemDictNum) { switch (itemDictNum.Substring(0, 1)) { case "a": var armor = (Armor)ItemCatalog[itemDictNum]; if (Hero.Gold >= armor.OriginalValue) { Hero.Gold -= armor.OriginalValue; ArmorList.Remove(armor); Hero.ArmorsBag.Add(armor); Console.WriteLine($"You bought a {armor.Name} for {armor.OriginalValue} gold"); Start(); } else { Console.WriteLine($"You do not have enough gold to purchase {armor.Name}"); Start(); } break; case "p": var potion3 = (Potion)ItemCatalog[itemDictNum]; if (Hero.Gold >= potion3.OriginalValue) { Hero.Gold -= potion3.OriginalValue; PotionsList.Remove(potion3); Hero.PotionsBag.Add(potion3); Console.WriteLine($"You bought a {potion3.Name} for {potion3.OriginalValue} gold"); Start(); } else { Console.WriteLine($"You do not have enough gold to purchase {potion3.Name}"); Start(); } break; case "w": var weapon = (Weapon)ItemCatalog[itemDictNum]; if (Hero.Gold >= weapon.OriginalValue) { Hero.Gold -= weapon.OriginalValue; WeaponsList.Remove(weapon); Hero.WeaponsBag.Add(weapon); Console.WriteLine($"You bought a {weapon.Name} for {weapon.OriginalValue} gold"); Start(); } else { Console.WriteLine($"You do not have enough gold to purchase {weapon.Name}"); Start(); } break; } }
public void HumanPickUpsWeapon(HumanPlayer Player, Weapon weapon) { if (!WeaponsList.Contains(weapon)) { return; } Player.EquipWeapon(weapon); }
public void cycleWeaponsLeft() { GameScreen.gameSFXs["cycle"].Play(); if ((int)currentWeapon == 0) { return; } int intEnum = (int)(currentWeapon); intEnum--; currentWeapon = (WeaponsList)intEnum; }
public void cycleWeaponsRight() { GameScreen.gameSFXs["cycle"].Play(); if ((int)currentWeapon == (Enum.GetNames(typeof(WeaponsList)).Length - 1)) { return; } int intEnum = (int)(currentWeapon); intEnum++; currentWeapon = (WeaponsList)intEnum; }
void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
void ShopListWeapons() { var count = 1; Console.WriteLine("---Weapons For Sale---"); foreach (var weapon in WeaponsList.OrderBy(x => x.Name)) { Console.WriteLine($"w{count} {weapon.Name}, {weapon.OriginalValue}, {weapon.ResellValue}"); ItemCatalog.Add($"w{count}", weapon); count++; } Console.WriteLine(""); }
public void ListWeapons() { Console.WriteLine("Weapons:"); var count = 1; foreach (var weapon in WeaponsList.OrderBy(w => w.OriginalValue)) { Console.WriteLine($"w{count}. {weapon.Name} - Original Value: {weapon.OriginalValue}, Resell Value: {weapon.ResellValue}"); ItemCatalog.Add($"w{count}", weapon); count++; } Console.WriteLine(); }
/// <summary> /// 武器スクリプトのアクティブ化設定 /// </summary> void Active(WeaponsList weapon) { foreach (KeyValuePair <WeaponsList, MonoBehaviour> attack in mWeaponScript) { if (weapon == attack.Key) { //move.Valueからだと変更できないみたい mWeaponScript[attack.Key].enabled = true; } else { mWeaponScript[attack.Key].enabled = false; } } }
void Start() { //testing Pathing seeker = GetComponent <Seeker>(); //get original name of the mech OGName = mech.name; //create unique instance of mech (clone) mech = Instantiate(mech); //rename the clone to the orginal name mech.name = OGName; mechTrans = GetComponent <Transform>(); //get the full height of the model modelHeight = mech.MechPrefab.GetComponent <Renderer>().bounds.size.y; moveUnit(Vector3.zero, Vector3.zero); setCurrentHex(); Debug.Log("My name is: " + mech.mechName + " and I have: " + mech.movementRemaining + " movement remaining. I have: " + mech.hpTorso + " Torso Hp remaining." + " And I am located at: " + x + ", " + y); //testing weapon loading loadWeapon("Autocannon"); loadWeapon("Laser"); loadWeapon("Flamer"); loadWeapon("Railgun"); setWepBools(); //equip a default weapon if (WeaponsList.ContainsKey("00")) { equipWeapon("00"); } //build the list of weapons to display in the GUI listWeapons(); // log to return my dictionary // foreach (var key in WeaponsList) // { // Debug.Log(key); // } }
public void GivePowerUp(WeaponsList weapon) { /*switch (weapon) { * case WeaponsList.GEMINI_MISSILE : * weapons[weapon] += 1; * break; * * case WeaponsList.CRUSADER_MISSILE : * break; * * case WeaponsList.PORT_MISSILE : * break; * * default : * break; * } */ weapons[weapon] += 1; }
/// <summary> /// The load weapons. /// </summary> /// <param name="WeaponsList">The weapons list.</param> /// <remarks></remarks> public void LoadWeapons(ref List <CollectionInfo> WeaponsList) { if (WeaponsList == null) { WeaponsList = new List <CollectionInfo>(); } else { WeaponsList.Clear(); } map.OpenMap(MapTypes.Internal); // Lists all weapons for (int i = 0; i < map.MetaInfo.TagType.Length; i++) { if ((map.MetaInfo.TagType[i] == "itmc") || (map.MetaInfo.TagType[i] == "vehc")) { CollectionInfo Weapon = new CollectionInfo(); Meta m = new Meta(map); m.ReadMetaFromMap(i, false); Weapon.ModelTagNumber = map.Functions.FindModelByBaseClass(i); if (Weapon.ModelTagNumber != -1) { m.ReadMetaFromMap(Weapon.ModelTagNumber, false); Weapon.Model = new ParsedModel(ref m); ParsedModel.DisplayedInfo.LoadDirectXTexturesAndBuffers(ref device, ref Weapon.Model); // Store names into Weapon Weapon.TagPath = map.FileNames.Name[i]; Weapon.TagType = map.MetaInfo.TagType[i]; int xx = map.Functions.ForMeta.FindByNameAndTagType(Weapon.TagType, Weapon.TagPath); string[] NameSplit = map.FileNames.Name[xx].Split('\\'); Weapon.Name = NameSplit[NameSplit.Length - 1]; Weapon.Name = Weapon.Name.Replace('_', ' '); WeaponsList.Add(Weapon); } } } map.CloseMap(); }
void Start() { //取得 mStateManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <StateManager>(); //設定 mNewWeapon = Scene.GetWeapon(); mBeforeWeapon = WeaponsList.None; mWeaponScript = new Dictionary <WeaponsList, MonoBehaviour>() { { WeaponsList.Sword, GetComponent <Sword>() }, { WeaponsList.Gun, GetComponent <Gun>() }, { WeaponsList.Fist, GetComponent <Fist>() }, { WeaponsList.Cane, GetComponent <Cane>() } }; //最初の武器リソースをアクティブ ActiveSetting(); }
/// <summary> /// 武器選択モード移行 /// </summary> void Mode() { if (mStateManager.GetState() != States.Normal && mStateManager.GetState() != States.Weapon) { return; } if (Input.GetKeyDown(KeyCode.U)) { mWeapon = WeaponsList.None; mStateManager.SetState(States.Weapon); mWeaponChange = true; } else if (Input.GetKeyUp(KeyCode.U)) { GetComponent <Player>().SetWeapon(mWeapon); mStateManager.SetState(States.Normal); mWeaponChange = false; } }
public CommandCenter(GameScreen gameScreen, Texture2D texture, Texture2D shield, Texture2D weapon, Vector2 position) : base(texture, position, 0.1f, 0.0f, true, SpriteEffects.None) { stasisDelay = 0; _gameScreen = gameScreen; _position = position; _launchAngle = 0.0f; _Device = Screen.graphics; // TODO: Make a list for all textures passed to this class texGeminiMissile = weapon; texCrusaderShield = shield; currentWeapon = WeaponsList.GEMINI_MISSILE; hp = 100; radius = (_texture.Width * Scale) / 2; line = new Texture2D(_Device, 1, 1); line.SetData <Color> ( new Color[] { Color.White }); // fill the texture with White shields = new List <CrusaderShield> (); weapons = new Dictionary <WeaponsList, int> (); weapons.Add(WeaponsList.GEMINI_MISSILE, 999); weapons.Add(WeaponsList.PORT_MISSILE, 3); weapons.Add(WeaponsList.CRUSADER_MISSILE, 3); }
/// <summary> /// 武器選択 /// </summary> /// <param name="weapon"></param> public void OnWeapon() { m_weaponCheck = m_weapon; SceneNavigator.Instance.Change(m_currentScene.ToString(), 1.5f); }
void Start() { mStateManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <StateManager>(); mWeapon = Scene.GetWeapon(); }
public WeaponSystem(WeaponsList weaponsList) { _weaponsList = weaponsList; }
public void RemoveWeaponFromWorld(Weapon weapon) { WeaponsList.Remove(weapon); }
private void ConfirmChanges() { ObservableCollection <GameRule> SelectedRulesList = new ObservableCollection <GameRule>(RulesList.Where(w => (w.IsSelected == true))); ObservableCollection <Weapon> SelectedWeaponsList = new ObservableCollection <Weapon>(WeaponsList.Where(w => (w.IsSelected == true))); int SelectedNationID = (SelectedNation != null) ? SelectedNation.ID : 0; thisModel.ConfirmChanges(Name, SelectedNationID, Type, Composition, WeaponDescription, ArmourClass, Inexperienced, Regular, Veteran, PointsInexp, PointsReg, PointsVet, BaseSize, MaxSize, SelectedUnit, UnitsList, SelectedRulesList, SelectedWeaponsList); if (SelectedUnit != null) { Name = SelectedUnit.Name; SelectedNation = NationsList.Where(x => x.ID == SelectedUnit.NationID).FirstOrDefault(); Type = SelectedUnit.Type; Composition = SelectedUnit.Composition; WeaponDescription = SelectedUnit.WeaponDescription; ArmourClass = SelectedUnit.ArmourClass; Inexperienced = SelectedUnit.Inexperienced; Regular = SelectedUnit.Regular; Veteran = SelectedUnit.Veteran; PointsInexp = SelectedUnit.PointsInexp; PointsReg = SelectedUnit.PointsReg; PointsVet = SelectedUnit.PointsVet; BaseSize = SelectedUnit.BaseSize; MaxSize = SelectedUnit.MaxSize; } else { PrepareToAddNew(); } }
public void AddWeapontoWorld(TypeOfAttack attackType, double damage, string description, int positionX, int positionY) { WeaponsList.Add(WeaponFactory.GenerateWeapon(attackType, damage, description, positionX, positionY)); OnEventChanged(EventArgs.Empty); }