public CharacterProperties(int _idH, string _idCodeH, int _idClassH, string _nameH, int _levelH, double _expH, int _energyPoint, int _hearthPoint, int _pvpPoint, double _skillPoint, int _atributtePoint, int _levelmap, double _goldH, int _diamondH, int _slotchestH, int _typeH, int _hpH, float _strengthH, float _intelH, float _vitH, float _focusH, float _luckH, float _enduranceH, float _blessingH, float _fightingH, string _typeMonster = "") { idHero = _idH; idCodeHero = _idCodeH; _idclassCharacter = _idClassH; _classCharacter = ConvertIdClassToClassName(_idClassH); name = _nameH; Level = _levelH; Exp = _expH; EnergyPoint = _energyPoint; HeartPoint = _hearthPoint; PvpPoint = _pvpPoint; SkillPoint = _skillPoint; AttributePoint = _atributtePoint; LevelMap = _levelmap; Gold = _goldH; Diamond = _diamondH; SlotChest = _slotchestH; typeAttack = _typeH; hp = _hpH; Strength = _strengthH; Intelligence = _intelH; Vitality = _vitH; Focus = _focusH; Luck = _luckH; Endurance = _enduranceH; Blessing = _blessingH; FightingPower = _fightingH; typeMonster = _typeMonster; }
public SkillCharacter LoadDataSkill(int initId, int id = 0) { string jsonData = PlayerPrefs.GetString(Constant.AllINIT); XmlNode _skillXml = _myDataSKillXML.getDataByIndex(initId - 1); ClassCharacter _classOfSkill = ClassCharacter.None; string name = ""; string des = ""; //string[] listIDeffectSkill = _skillXml.Attributes["effect"].Value.Split(','); int _actionPoint = 0; var N = SimpleJSON.JSON.Parse(jsonData); for (int i = 0; i < N["data"]["skill"].Count; i++) { if (initId == int.Parse(N["data"]["skill"][i]["idk"].Value)) { _classOfSkill = (ClassCharacter)System.Enum.Parse(typeof(ClassCharacter), N["data"]["skill"][i]["forclass"].Value); name = N["data"]["skill"][i]["name"].Value; des = N["data"]["skill"][i]["description"].Value; _actionPoint = 5; } } return(new SkillCharacter(id, initId, _classOfSkill, name, des, 1, 5, 0, 0, _actionPoint)); }
public ClassCharacter AddClassCharacter(ClassCharacter classc) { var cs = _contextDb.ClassCharacter.Add(classc); _contextDb.SaveChanges(); return(cs.Entity); }
public bool UpdateClassCharacter(ClassCharacter classCharacter, int idUsuario) { var user = _dataUser.GetUser(idUsuario); if (user.Tipo == 0) { return(_dataCharacterData.UpdateClassCharacter(classCharacter)); } return(false); }
public bool AddClassCharacter(ClassCharacter classCharacter, int idUsuario) { var user = _dataUser.GetUser(idUsuario); if (user.Tipo == 0) { _dataCharacterData.AddClassCharacter(classCharacter); return(true); } return(false); }
//public SkillCharacter(int _idSkill, ClassCharacter _classChar, string name, string des, int level, float damage, List<EffectBuffCharacter> effect, int actionPoint) //{ // idSkill = _idSkill; // _classCharacter = (int)_classChar; // nameSkill = name; // descriptionSkill = des; // levelSkill = level; // damageSkill = damage; // //effectSkill = effect; // actionPointRequired = actionPoint; //} public SkillCharacter(int _idSkill, int _idInitSkill, ClassCharacter _classChar, string name, string des, int level, int _tempPhysicDamage, int _tempMagicDame, int _tempPureDame, int actionPoint) { idSkill = _idSkill; idInitSkill = _idInitSkill; _classCharacter = (int)_classChar; nameSkill = name; descriptionSkill = des; levelSkill = level; physicalDamage = _tempPhysicDamage; magicalDamage = _tempMagicDame; pureDamage = _tempPureDame; actionPointRequired = actionPoint; }
public static TypeEquipmentCharacter ConvertIdSlotToTypeEquipment(int idSlot, ClassCharacter classHero) { switch (idSlot) { case 0: return(TypeEquipmentCharacter.Head); case 1: return(TypeEquipmentCharacter.Weapon); case 2: if (classHero == ClassCharacter.Assassin || classHero == ClassCharacter.Wizard || classHero == ClassCharacter.Orc) { return(TypeEquipmentCharacter.OffhandWeapon); } if (classHero == ClassCharacter.Paladin || classHero == ClassCharacter.Cleric) { return(TypeEquipmentCharacter.Shield); } if (classHero == ClassCharacter.Sorceress || classHero == ClassCharacter.Marksman || classHero == ClassCharacter.Barbarian) { return(TypeEquipmentCharacter.None); } return(TypeEquipmentCharacter.Shield); case 3: return(TypeEquipmentCharacter.Torso); case 4: return(TypeEquipmentCharacter.Leg); case 5: return(TypeEquipmentCharacter.Gloves); case 6: return(TypeEquipmentCharacter.Boots); case 7: return(TypeEquipmentCharacter.Belt); case 8: return(TypeEquipmentCharacter.Amulet); case 9: return(TypeEquipmentCharacter.Ring); case 10: return(TypeEquipmentCharacter.Buff); case 11: return(TypeEquipmentCharacter.Avatar); } return(TypeEquipmentCharacter.None); }
ClassCharacter ConvertIdClassToClassName(int id) { ClassCharacter tempClass = ClassCharacter.None; switch (id) { case 1: tempClass = ClassCharacter.Assassin; break; case 2: tempClass = ClassCharacter.Paladin; break; case 3: tempClass = ClassCharacter.Cleric; break; case 4: tempClass = ClassCharacter.Sorceress; break; case 5: tempClass = ClassCharacter.Wizard; break; case 6: tempClass = ClassCharacter.Marksman; break; case 7: return(ClassCharacter.Orc); break; case 8: tempClass = ClassCharacter.Barbarian; break; } return(tempClass); }
int ConverClassCharacterEnumToId(ClassCharacter _tempClass) { int id = 1; switch (_tempClass) { case ClassCharacter.Assassin: id = 1; break; case ClassCharacter.Paladin: id = 2; break; case ClassCharacter.Cleric: id = 3; break; case ClassCharacter.Sorceress: id = 4; break; case ClassCharacter.Wizard: id = 5; break; case ClassCharacter.Marksman: id = 6; break; case ClassCharacter.Orc: id = 7; break; case ClassCharacter.Barbarian: id = 8; break; } return(id); }
public bool UpdateClassCharacter(ClassCharacter cs) { _contextDb.ClassCharacter.Update(cs); _contextDb.SaveChanges(); return(true); }
public bool Put(int idUser, [FromBody] ClassCharacter classCharacter) { return(_serviceCharacterService.UpdateClassCharacter(classCharacter, idUser)); }
public bool Post([FromBody] ClassCharacter classCharacter, int idUser) { return(_serviceCharacterService.AddClassCharacter(classCharacter, idUser)); }