public static AIHeroClient GetTarget(Orbwalker.ActiveModes?Mode = null, DamageType?type = null) { switch (Mode) { default: return(GetTargetByType(1000, null)); case Orbwalker.ActiveModes.Combo: return(GetTargetByType(1200, type)); case Orbwalker.ActiveModes.Flee: return(GetTargetByType(650, type)); case Orbwalker.ActiveModes.Harass: return(GetTargetByType(900, type)); case Orbwalker.ActiveModes.JungleClear: return(GetTargetByType(750, type)); case Orbwalker.ActiveModes.LaneClear: return(GetTargetByType(750, type)); case Orbwalker.ActiveModes.LastHit: return(GetTargetByType(700, type)); } }
private static AIHeroClient GetTargetByType(float range, DamageType?type) { if (type == null) { return(target(range, DamageType.Mixed)); } return(target(range, type)); }
public void Display(float amount, double tick, DamageType?type, Entity entity) { transform.position = entity.transform.position; CurrentType = (type ?? (amount > 0 ? DamageType.DAMAGE : DamageType.MISS)); if (entity.Type == EntityType.PC) { CurrentType |= DamageType.ENEMY; } var color = new Color(); color[3] = 1.0f; Delay = 1500; start = tick; if ((CurrentType & DamageType.SP) > 0) { color[0] = 0.13f; color[1] = 0.19f; color[2] = 0.75f; } else if ((CurrentType & DamageType.HEAL) > 0) { color[1] = 1.0f; } else if ((CurrentType & DamageType.ENEMY) > 0) { color[2] = 1.0f; } else if ((CurrentType & DamageType.COMBO) > 0) { color[0] = 0.9f; color[1] = 0.9f; color[2] = 0.15f; Delay = 3000; } else { color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; } textMesh.color = color; Ready = true; Destroy(gameObject, Delay / 1000); // miss if (amount == 0) { textMesh.text = "MISS"; } else { textMesh.text = $"{amount}"; } }
private async void OnItemSelected(DamageType?item) { if (item == null) { return; } await Shell.Current.GoToAsync($"{nameof(EditDamageTypePage)}?{nameof(EditDamageTypeViewModel.ItemId)}={item.Id}"); }
public Trap(string name, Save save, int spot, int disable, DisableCheck disableCheck, bool attackMod, DamageType?dmgType, string special) { Name = name; Save = save; Spot = spot; Disable = disable; DisableCheck = disableCheck; AttackMod = attackMod; DmgType = dmgType; Special = special; }
public InvulnerableStruct(string champion, string buffName, DamageType?damageType, bool isShield, Func <Obj_AI_Base, DamageType, bool> customCheck = null) : this() { Champion = champion; BuffName = buffName; DamageType = damageType; IsShield = isShield; CustomCheck = customCheck; }
public Item(string champion, string buffName, DamageType?damageType, bool isShield, Func <Obj_AI_Base, DamageType, bool> customCheck = null) { Champion = champion; BuffName = buffName; DamageType = damageType; IsShield = isShield; CustomCheck = customCheck; }
/** * This method renders the damage sprites * The packet to receive damage data and etc is ZC_PAR_CHANGE */ public void Damage(float amount, double tick, DamageType?damageType = null) { var DamagePrefab = (GameObject)Resources.Load("Prefabs/Damage"); if (!DamagePrefab) { throw new Exception("Could not load damage prefab"); } var damageRenderer = Instantiate(DamagePrefab).GetComponent <DamageRenderer>(); damageRenderer.Display(amount, tick, damageType, this); }
public Move(string name, PokemonType type, int?power, DamageType?damageType, int accuracy, MoveTarget target, int basePP, int maxPossiblePP, int priority, int criticalHitStage) { Name = name; Type = type; Power = power; DamageType = damageType; Accuracy = accuracy; Target = target; BasePP = basePP; MaxPPLimit = maxPossiblePP; Priority = priority; CriticalHitStage = criticalHitStage; }
public Item(string champion, string buffName, DamageType?damageType, bool isShield, int minHealthPercent = -1, Func <Obj_AI_Base, DamageType, bool> checkFunction = null) { Champion = champion; BuffName = buffName; DamageType = damageType; IsShield = isShield; MinHealthPercent = minHealthPercent; CheckFunction = checkFunction; }
public override void ApplyState(Gum.DataTypes.Variables.StateSave state) { bool matches = this.ElementSave.AllStates.Contains(state); if (matches) { var category = this.ElementSave.Categories.FirstOrDefault(item => item.States.Contains(state)); if (category == null) { if (state.Name == "Default") { this.mCurrentVariableState = VariableState.Default; } } else if (category.Name == "DamageType") { if (state.Name == "Piercing") { this.mCurrentDamageTypeState = DamageType.Piercing; } if (state.Name == "Bombarding") { this.mCurrentDamageTypeState = DamageType.Bombarding; } if (state.Name == "Chemical") { this.mCurrentDamageTypeState = DamageType.Chemical; } if (state.Name == "Frost") { this.mCurrentDamageTypeState = DamageType.Frost; } if (state.Name == "Fire") { this.mCurrentDamageTypeState = DamageType.Fire; } if (state.Name == "Electric") { this.mCurrentDamageTypeState = DamageType.Electric; } } } base.ApplyState(state); }
public FlatRedBall.Glue.StateInterpolation.Tweener InterpolateToRelative(DamageType toState, double secondsToTake, FlatRedBall.Glue.StateInterpolation.InterpolationType interpolationType, FlatRedBall.Glue.StateInterpolation.Easing easing, object owner = null) { Gum.DataTypes.Variables.StateSave current = GetCurrentValuesOnState(toState); Gum.DataTypes.Variables.StateSave toAsStateSave = AddToCurrentValuesWithState(toState); FlatRedBall.Glue.StateInterpolation.Tweener tweener = new FlatRedBall.Glue.StateInterpolation.Tweener(from: 0, to: 1, duration: (float)secondsToTake, type: interpolationType, easing: easing); if (owner == null) { tweener.Owner = this; } else { tweener.Owner = owner; } tweener.PositionChanged = newPosition => this.InterpolateBetween(current, toAsStateSave, newPosition); tweener.Ended += () => this.CurrentDamageTypeState = toState; tweener.Start(); StateInterpolationPlugin.TweenerManager.Self.Add(tweener); return(tweener); }
public void TestSurpriseAttackBasic() { SetupGameController("BaronBlade", DeckNamespace, "Ra", "TheVisionary", "Megalopolis"); StartGame(); DestroyCard(MDP); PlayCard("SurpriseAttack"); QuickHPStorage(baron, visionary); UsePower(ra); QuickHPCheck(-3, 0); DecisionSelectDamageTypes = new DamageType?[] { DamageType.Psychic, DamageType.Fire }; PlayCard("ElementalRedistributor"); //when picking psychic, shouldn't get redirected UsePower(ra); QuickHPCheck(-3, 0); //now that we are picking fire, should redirect the damage to Visionary UsePower(ra); QuickHPCheck(0, -3); }
/// <summary> /// DamageModifier constructor /// </summary> /// <param name="damageType">The DamageType</param> /// <param name="value">The value for the DamageType</param> public DamageModifier(DamageType?damageType, float value) { DamageType = damageType; Value = value; }
protected IEnumerator SelectActiveCharacterCardToDealDamage(List <Card> storedResults, int?damageAmount = null, DamageType?damageType = null) { //future-proofing for Nightlore Council if (IsMultiCharPromo()) { List <SelectCardDecision> storedDecision = new List <SelectCardDecision>(); IEnumerator coroutine; if (damageAmount == null || damageType == null) { coroutine = base.GameController.SelectCardAndStoreResults(this.HeroTurnTakerController, SelectionType.HeroCharacterCard, new LinqCardCriteria((Card c) => c.Owner == base.TurnTaker && c.IsCharacter && !c.IsIncapacitatedOrOutOfGame, "active Starlight"), storedDecision, optional: false, allowAutoDecide: false, includeRealCardsOnly: true, cardSource: GetCardSource()); } else { DealDamageAction previewDamage = new DealDamageAction(GetCardSource(), null, null, (int)damageAmount, (DamageType)damageType); coroutine = base.GameController.SelectCardAndStoreResults(this.HeroTurnTakerController, SelectionType.HeroToDealDamage, new LinqCardCriteria((Card c) => c.Owner == base.TurnTaker && c.IsCharacter && !c.IsIncapacitatedOrOutOfGame, "active Starlight"), storedDecision, optional: false, allowAutoDecide: false, previewDamage, includeRealCardsOnly: true, GetCardSource()); } if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } SelectCardDecision selectCardDecision = storedDecision.FirstOrDefault(); if (selectCardDecision != null) { storedResults.Add(selectCardDecision.SelectedCard); } } else { storedResults.Add(TurnTaker.CharacterCard); } yield break; }
public void InterpolateBetween(DamageType firstState, DamageType secondState, float interpolationValue) { #if DEBUG if (float.IsNaN(interpolationValue)) { throw new System.Exception("interpolationValue cannot be NaN"); } #endif bool setSpriteInstanceTextureTopFirstValue = false; bool setSpriteInstanceTextureTopSecondValue = false; int SpriteInstanceTextureTopFirstValue = 0; int SpriteInstanceTextureTopSecondValue = 0; switch (firstState) { case DamageType.Piercing: setSpriteInstanceTextureTopFirstValue = true; SpriteInstanceTextureTopFirstValue = 365; break; case DamageType.Bombarding: setSpriteInstanceTextureTopFirstValue = true; SpriteInstanceTextureTopFirstValue = 292; break; case DamageType.Chemical: setSpriteInstanceTextureTopFirstValue = true; SpriteInstanceTextureTopFirstValue = 73; break; case DamageType.Frost: setSpriteInstanceTextureTopFirstValue = true; SpriteInstanceTextureTopFirstValue = 219; break; case DamageType.Fire: setSpriteInstanceTextureTopFirstValue = true; SpriteInstanceTextureTopFirstValue = 146; break; case DamageType.Electric: setSpriteInstanceTextureTopFirstValue = true; SpriteInstanceTextureTopFirstValue = 0; break; } switch (secondState) { case DamageType.Piercing: setSpriteInstanceTextureTopSecondValue = true; SpriteInstanceTextureTopSecondValue = 365; break; case DamageType.Bombarding: setSpriteInstanceTextureTopSecondValue = true; SpriteInstanceTextureTopSecondValue = 292; break; case DamageType.Chemical: setSpriteInstanceTextureTopSecondValue = true; SpriteInstanceTextureTopSecondValue = 73; break; case DamageType.Frost: setSpriteInstanceTextureTopSecondValue = true; SpriteInstanceTextureTopSecondValue = 219; break; case DamageType.Fire: setSpriteInstanceTextureTopSecondValue = true; SpriteInstanceTextureTopSecondValue = 146; break; case DamageType.Electric: setSpriteInstanceTextureTopSecondValue = true; SpriteInstanceTextureTopSecondValue = 0; break; } if (setSpriteInstanceTextureTopFirstValue && setSpriteInstanceTextureTopSecondValue) { SpriteInstance.TextureTop = FlatRedBall.Math.MathFunctions.RoundToInt(SpriteInstanceTextureTopFirstValue * (1 - interpolationValue) + SpriteInstanceTextureTopSecondValue * interpolationValue); } if (interpolationValue < 1) { mCurrentDamageTypeState = firstState; } else { mCurrentDamageTypeState = secondState; } }
private static AIHeroClient target(float range, DamageType?type) { var damagetype = type ?? default(DamageType); return(TargetSelector.GetTarget(range, damagetype)); }
public override IEnumerator UsePower(int index = 0) { //Destroy a season. IEnumerator coroutine = base.GameController.SelectAndDestroyCard(base.HeroTurnTakerController, new LinqCardCriteria((Card c) => IsSeason(c), "season"), false, cardSource: GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } //Play a season... List <PlayCardAction> storedResults = new List <PlayCardAction>(); coroutine = base.GameController.SelectAndPlayCardFromHand(base.HeroTurnTakerController, false, storedResults: storedResults, cardCriteria: new LinqCardCriteria((Card c) => IsSeason(c), "season"), cardSource: GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } // ...and change the next damage dealt by {LadyOfTheWood} to a type listed on it. if (DidPlayCards(storedResults)) { Card season = storedResults.First().CardToPlay; DamageType?dt = GetDamageTypeFromSeason(season); if (dt != null) { DamageType damageType = dt.Value; ChangeDamageTypeStatusEffect effect = new ChangeDamageTypeStatusEffect(damageType); effect.NumberOfUses = 1; effect.SourceCriteria.IsSpecificCard = base.Card; coroutine = AddStatusEffect(effect); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } } } // You may use a power coroutine = base.GameController.SelectAndUsePower(base.HeroTurnTakerController, cardSource: GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } yield break; }
public Move(string name, PokemonType type, int?power, DamageType?damageType, int accuracy, MoveTarget target, int basePP, int maxPossiblePP) : this(name, type, power, damageType, accuracy, target, basePP, maxPossiblePP, DefaultPriority, DefaultCriticalHitStage) { }
public Task <SearchItemsResponse> SearchItems(ImpactEffect?impactEffects = null, GuardianAttribute?guardianAttributes = null, LightAbility?lightAbilities = null, DamageType?damageTypes = null, SourceCategory?sourcecat = null, long?sourcehash = null, bool?matchrandomsteps = null, bool?definitions = null, long?categories = null, SortOrder?order = null, WeaponPerformance?weaponPerformance = null, Rarity?rarity = null, int?page = null, string name = null, Count?count = null, bool?orderstathash = null, SortDirection?direction = null, long?step = null) { var model = new { impactEffects, guardianAttributes, lightAbilities, damageTypes, sourcecat, sourcehash, matchrandomsteps, definitions, categories, order, weaponPerformance, rarity, page, name, count, orderstathash, direction, step }; return(Request <SearchItemsResponse>(model)); }