/// <summary> /// Deserializuje dáta /// </summary> /// <param name="info"></param> /// <param name="ctxt"></param> public DraciaJaskina(SerializationInfo info, StreamingContext ctxt) : base(info, ctxt) { Locked = (bool)info.GetValue("Locked", typeof(bool)); var drak = new Drak(this); ItemUsed += (room, player, item) => { if (item is Dynamit) { throw new EndGameException(drak.Name + " bol zničený, vyhrali ste"); } }; Locked = true; }
public DraciaJaskina() : base("Dračia jaskiňa") { var drak = new Drak(this); AddCharacter(drak); ItemUsed += (room, player, item) => { if (item is Dynamit) { throw new EndGameException(drak.Name + " bol zničený, vyhrali ste"); } }; Locked = true; }
public static void Main() { /* * * Vitej ve hre Hrdina vs Drak. Tento priklad je opakovani na OOP (objektove orientovane programovani) * a tvym ukolem je doplnit tridy pro draka a hrdinu tak, aby tento kod fungoval. V kodu, ktery jsem napsal, * vubec nic nemen! Tvym cilem take je, aby vsechny konzolove vypisy v tomto programu do konzole vypisovaly True. * Prijemnou zabavu :-) * */ Drak zabijak = new Drak(100); Console.WriteLine("Kontrola:\nDrak ma 100 zivotu? {0}\n", zabijak.PocetZivotu == 100); Hrdina borec = new Hrdina(); borec.VelikostUtoku = 5; int pocetKol = 0; while (zabijak.JeZivy()) { borec.Zasahni(zabijak); pocetKol++; } Console.WriteLine("Hrdina zabil draka.\nKontrola:\nDrak nema zadny zivot? {0}", zabijak.PocetZivotu == 0); Console.WriteLine("Bylo odehrano presne 20 kol? {0}", pocetKol == 20); /* * class Drak * vlastnost PocetZivotu / int = rovnou jako vstup do konstruktoru * jeZivy metoda / bool / podminka kontroluje jestli * * class Hrdina * vlastnost velikost utoku / int * metoda Zasahni = pocetyivotu minus silautoku * */ }
public void Zasahni(Drak zbyvajiciZivoty) { zbyvajiciZivoty.PocetZivotu -= VelikostUtoku; }
public static Enemy create_enemy(int ID) { Enemy e = null; if (ID == GALTSA) { e = new Galtsa(); } else if (ID == GREM) { e = new Grem(); } else if (ID == ENDU) { e = new Endu(); } else if (ID == KOROTE) { e = new Korote(); } else if (ID == MOLNER) { e = new Molner(); } else if (ID == ETUENA) { e = new Etuena(); } else if (ID == CLYPTE) { e = new Clypte(); } else if (ID == GOLIATH) { e = new Goliath(); } else if (ID == KVERM) { e = new Kverm(); } else if (ID == LATU) { e = new Latu(); } else if (ID == EKE_TU) { e = new Eke_tu(); } else if (ID == OETEM) { e = new Oetem(); } else if (ID == EKE_FU) { e = new Eke_fu(); } else if (ID == EKE_SHI_AMI) { e = new Eke_shi_ami(); } else if (ID == EKE_LORD) { e = new Eke_Lord(); } else if (ID == KETEMCOL) { e = new Ketemcol(); } else if (ID == MAHUKIN) { e = new Mahukin(); } else if (ID == DRONGO) { e = new Drongo(); } else if (ID == MAHEKET) { e = new Maheket(); } else if (ID == CALUTE) { e = new Calute(); } else if (ID == ETALKET) { e = new Etalket(); } else if (ID == MUATEM) { e = new Muatem(); } else if (ID == DRAK) { e = new Drak(); } else if (ID == ZERRKU) { e = new Zerrku(); } else if (ID == GOKIN) { e = new Gokin(); } else if (ID == TAJAQAR) { e = new Tajaqar(); } else if (ID == TAJAERO) { e = new Tajaero(); } else if (ID == TERRA_QUAL) { e = new Terra_Qual(); } else if (ID == DUALE) { e = new Duale(); } else if (ID == MELD_SPEARMAN) { e = new Meld_Spearman(); } else if (ID == MELD_WARRIOR) { e = new Meld_Warrior(); } return(e); }
// Use this for initialization void Start() { _drak = GetComponentInParent <Drak>(); }