示例#1
0
        public async Task <ActionResult <Account> > TTND([Bind(include: "UserName,Password")] Item_ item)
        {
            var User = await _context.Accounts
                       .FirstOrDefaultAsync(m => (m.UserName == item.UserName) && (m.Password == item.Password));

            if (User == null)
            {
                return(NotFound());
            }
            var tienDo = await _context.TienDoNguoiDungs.FirstOrDefaultAsync(m => m.AccountID == User.Id);

            if (tienDo == null)
            {
                return(NotFound());
            }
            User.tienDoNguoiDung = tienDo;

            var lichSus = from p in _context.LichSuNguoiDungs select p;

            if (lichSus == null)
            {
                return(NotFound());
            }
            lichSus = lichSus.Where(s => s.TienDoNguoiDungID == tienDo.ID);

            User.tienDoNguoiDung.lichSuNguoiDung = await lichSus.ToListAsync();

            if (lichSus.Count() == 0)
            {
                return(NotFound());
            }
            return(User);
        }
示例#2
0
 public void EquipItem(Item_ item)
 {
     if (IsInInventory(item))   //Si el ítem ya está en alguna ranura del inventario
     {
         if (!IsEquipped(item)) //Si no está equipado
         {
             Slot_ oldSlot = item.occupyingSlot;
             oldSlot.RemoveItem(item);                                         //Quitarlo de la ranura en que se encuentra actualmente
             slots.Find(t => t.slotType == item.equippableSlot).AddItem(item); //Ponerlo en la ranura equipable
             item.graphics_.inGame_.animator.SetTrigger("isEquipped");         //Equipar visualmente el ítem en el personaje
         }
         else//Si ya está equipado
         {
             Debug.Log($"Item {item.name} is already in the equippable slot. It isn't necessary re-equip it.");
         }
     }
     else//Y si no está en el inventario
     {
         if (currentWeight + ((ItemStats_)item.mechanics_.stats_).weight > weightCapacity)
         {
             return;                                                       //No equiparlo porque el jugador no puede llevar tanto peso
         }
         slots.Find(t => t.slotType == item.equippableSlot).AddItem(item); //Simplemente equiparlo
         item.graphics_.inGame_.animator.SetTrigger("isEquipped");         //Equipar visualmente el ítem en el personaje
         SetWeightCapacity();
     }
 }
示例#3
0
 public void StoreItem(Item_ item)
 {
     if (IsInInventory(item))                                            //Si el ítem ya está en alguna ranura del inventario
     {
         if (!IsStored(item))                                            //Si no está en la ranura genérica
         {
             if (IsEquipped(item))                                       //Si está equipado
             {
                 item.graphics_.inGame_.animator.SetTrigger("isStored"); //Dejar de mostrarlo
             }
             Slot_ oldSlot = item.occupyingSlot;
             oldSlot.RemoveItem(item);  //Quitarlo de la ranura en que se encuentra actualmente
             genericSlot.AddItem(item); //Ponerlo en la ranura genérica ("almacenarlo")
         }
         else//Y si ya está en la ranura genérica ("almacenado")
         {
             Debug.Log($"Item {item.name} is already in the generic slot. It isn't necessary re-store it.");
         }
     }
     else//Y si no está en el inventario
     {
         float itemWeight = ((ItemStats_)item.mechanics_.stats_).weight;
         if ((currentWeight + itemWeight) > weightCapacity)
         {
             return;                //No equiparlo porque el jugador no puede llevar tanto peso
         }
         genericSlot.AddItem(item); //Simplemente ponerlo en la ranura genérica ("almacenarlo")
         RefreshCurrentWeight();
         item.graphics_.inGame_.animator.SetTrigger("isStored");
     }
 }
示例#4
0
    // Start is called before the first frame update
    void Start()
    {
        Item_ sword = new Item_();
        Item_ bread = new Item_();
        Item_ cape  = new Item_();
        Item_ fish  = new Item_();

        Debug.Log(Item_.itemCount);
    }
示例#5
0
 public void DropItem(Item_ item)
 {
     if (IsInInventory(item))//Si el ítem está en alguna ranura del inventario
     {
         Slot_ oldSlot = item.occupyingSlot;
         oldSlot.RemoveItem(item);
         RefreshCurrentWeight();
         item.graphics_.inGame_.animator.SetTrigger("isDropped");
     }
 }
示例#6
0
 public bool IsEquipped(Item_ item)
 {
     if (IsInInventory(item))
     {
         return(item.occupyingSlot.slotType == item.equippableSlot);
     }
     else
     {
         return(false);
     }
 }
示例#7
0
 public bool IsStored(Item_ item)
 {
     if (IsInInventory(item))
     {
         return(item.occupyingSlot == genericSlot);
     }
     else
     {
         return(false);
     }
 }
示例#8
0
    public int GetHitDamage()
    {
        int   attackDamage   = 10;
        Item_ equippedWeapon = inventory.GetEquippedItems().Find(t => t.itemType == ItemType.Weapon);

        if (equippedWeapon != null)
        {
            int weaponDamage = inventory.GetEquippedItems().Find(i => i.itemType == ItemType.Weapon).damage;
            attackDamage += weaponDamage;
        }
        return(attackDamage);
    }
示例#9
0
    static void AddItem()
    {
        Sword_ longsword  = new Sword_("Longsword", 15, 3);
        Sword_ greatsword = new Sword_("Greatsword", 50, 5);

        Shield_ buckler   = new Shield_("Buckler", 5, 1);
        Armor_  chainmail = new Armor_("Chainmail", 15, 3);

        Item_ item = null;

        Debug.ClearDeveloperConsole();
        Debug.Log("Add Item");
        Debug.Log("===========");
        Debug.Log("1- Longsword");
        Debug.Log("2- Greatsword");
        Debug.Log("3- Buckler");
        Debug.Log("4- Chainmail");
        Debug.Log("0- Exit");

        string itemId = respuesta;

        switch (itemId)
        {
        case "1":
            item = longsword;
            break;

        case "2":
            item = greatsword;

            break;

        case "3":
            item = buckler;
            break;

        case "4":
            item = chainmail;
            break;

        case "0":
            break;
        }

        if (item != null)
        {
            inventory.Add(item);
        }

        MainMenu();
    }
示例#10
0
    public void RemoveItem(Item_ item)
    {
        storedItems.Remove(item);
        item.transform.parent = null;
        isOccupied            = false;
        item.occupyingSlot    = null;

        //UI Actions
        if (IsPlayer())
        {
            GameObject itemIcon = slotUI.GetComponentsInChildren <Image>().ToList().Find(t => t.name == item.name + "(Clone)").gameObject;
            DestroyImmediate(itemIcon, true);
        }
    }
示例#11
0
 public void DropItem(Item_ item)
 {
     if (inventory_.IsInInventory(item))//Si el ítem está en alguna ranura del inventario
     {
         Slot_ oldSlot = item.occupyingSlot;
         oldSlot.RemoveItem(item);                          //Quitarlo de la ranura en que se encuentra
         inventory_.RefreshCurrentWeight();                 //Rebajar el peso
         if (!item.graphics_.inGame_.gameObject.activeSelf) //Si la gráfica ingame no está activa
         {
             item.graphics_.inGame_.gameObject.SetActive(true);
         }
         item.graphics_.inGame_.animator.SetTrigger("isDropped");//Iniciar animación "isDropped" del ítem
     }
 }
示例#12
0
 public void UnequipItem(Item_ item)
 {
     if (IsEquipped(item))//Si el ítem está equipado
     {
         Slot_ oldSlot = item.occupyingSlot;
         oldSlot.RemoveItem(item);                               //Quitarlo de la ranura equipable
         genericSlot.AddItem(item);                              //Ponerlo en la ranura genérica ("almacenarlo")
         item.graphics_.inGame_.animator.SetTrigger("isStored"); //Dejar de mostrarlo
     }
     else//Si el ítem no está equipado
     {
         Debug.Log($"Item {item.name} isn't equipped. It isn't necessary unequip it.");
     }
 }
示例#13
0
 public static void Start()
 {
     ExecuteSavedQueries();
     PulseTimer.Elapsed += new ElapsedEventHandler(Pulse);
     Character           = new Character_();
     Mastery             = new Mastery_();
     Item  = new Item_();
     Skill = new Skill_();
     User  = new User_();
     if (PulseFlag)
     {
         PulseTimer.Start();
     }
     Pulse(null, null);
 }
示例#14
0
 public void EquipItem(Item_ item)
 {
     if (inventory_.IsInInventory(item))   //Si el ítem ya está en alguna ranura del inventario
     {
         if (!inventory_.IsEquipped(item)) //Si el ítem no está equipado
         {
             Slot_ oldSlot = item.occupyingSlot;
             oldSlot.RemoveItem(item);                                                    //Quitarlo de la ranura en que se encontraba
             inventory_.slots.Find(t => t.slotType == item.equippableSlot).AddItem(item); //Ponerlo en la ranura capaz de equipar el ítem
             if (!item.graphics_.inGame_.gameObject.activeSelf)                           //Si la gráfica ingame no estaba activa
             {
                 item.graphics_.inGame_.gameObject.SetActive(true);                       //...activarla
             }
             item.graphics_.inGame_.animator.SetTrigger("isEquipped");                    //Equipar visualmente el ítem en el personaje (iniciar animación "isEquipped" del ítem)
             SyncAnimators();
         }
         else//Si ya está equipado
         {
             Debug.Log($"Item {item.name} is already in the equippable slot. It is not necessary re-equip it.");
         }
     }
     else//Y si no está en el inventario
     {
         if (Vector3.Distance(item.transform.position, owner.transform.position) <= 1)
         {
             float itemWeight = ((ItemStats_)item.mechanics_.stats_).weight;
             if (inventory_.currentWeight + itemWeight <= inventory_.weightCapacity)          //Si el jugador puede cargar con el peso adicional del ítem
             {
                 inventory_.slots.Find(t => t.slotType == item.equippableSlot).AddItem(item); //Simplemente equiparlo (ponerlo en la ranura del inventario capaz de equipar el ítem)
                 if (!item.graphics_.inGame_.gameObject.activeSelf)                           //Si la gráfica ingame no estaba activa
                 {
                     item.graphics_.inGame_.gameObject.SetActive(true);                       //...activarla
                 }
                 item.graphics_.inGame_.animator.SetTrigger("isEquipped");                    //Equipar visualmente el ítem en el personaje (iniciar animación "isEquipped" del ítem)
                 inventory_.RefreshCurrentWeight();                                           //Adicionar el peso del personaje al peso total llevado por el jugador
                 SyncAnimators();
             }
             else
             {
                 Debug.Log($"{owner.name} can't equip item {item.name}, because his weight capacity would be exceeded.");
             }
         }
         else
         {
             Debug.Log($"{owner.name} can't equip item {item.name}, because it is too far ({Vector3.Distance(item.transform.position, owner.transform.position)} m).");
         }
     }
 }
示例#15
0
    public void AddItem(Item_ item)
    {
        storedItems.Add(item);
        item.transform.parent        = transform;
        item.transform.localPosition = Vector3.zero;
        isOccupied         = true;
        item.occupyingSlot = this;

        //UI Actions
        GameObject itemIcon = ((ItemUi_)item.graphics_.ui).icon;

        itemIcon.name = item.name;
        if (IsPlayer())
        {
            Instantiate(itemIcon, slotUI.transform);
        }
    }
示例#16
0
 public void StoreItem(Item_ item)
 {
     if (inventory_.IsInInventory(item))                             //Si el ítem ya está en alguna ranura del inventario
     {
         if (!inventory_.IsStored(item))                             //Si no está en la ranura genérica
         {
             if (inventory_.IsEquipped(item))                        //Si está equipado
             {
                 item.graphics_.inGame_.gameObject.SetActive(false); //No mostrarlo, ya que se "almacenará" o "guardará" (no debe quedar a la vista)
             }
             Slot_ oldSlot = item.occupyingSlot;
             oldSlot.RemoveItem(item);             //Quitarlo de la ranura en que se encontraba
             inventory_.genericSlot.AddItem(item); //Ponerlo en la ranura genérica ("almacenarlo")
         }
         else//Y si ya está en la ranura genérica ("almacenado")
         {
             Debug.Log($"Item {item.name} is already in the generic slot. It isn't necessary re-store it.");
         }
     }
     else//Y si no está en el inventario
     {
         if (Vector3.Distance(item.transform.position, owner.transform.position) <= 1)//Si el objeto esta a lo más a un metro ingame de distancia
         {
             float itemWeight = ((ItemStats_)item.mechanics_.stats_).weight;
             if ((inventory_.currentWeight + itemWeight) <= inventory_.weightCapacity) //Si el jugador es capaz de llevar el peso adicional del ítem
             {
                 inventory_.genericSlot.AddItem(item);                                 //Simplemente ponerlo en la ranura genérica ("almacenarlo")
                 inventory_.RefreshCurrentWeight();                                    //Adicionar el peso del ítem al peso total cargado por el jugador
                 item.graphics_.inGame_.gameObject.SetActive(false);                   //No mostrarlo, ya que se "almacenará" o "guardará" (no debe quedar a la vista)
             }
             else
             {
                 Debug.Log($"{owner.name} can't carry item {item.name}, because his weight capacity would be exceeded.");
             }
         }
         else
         {
             Debug.Log($"{owner.name} can't carry Item {item.name}, because it is too far ({Vector3.Distance(item.transform.position, owner.transform.position)} m).");
         }
     }
 }
示例#17
0
        public async Task <ActionResult <NguoiDung_> > PostAccount([Bind(include: "UserName,Password")] Item_ item)
        {
            var TaiKhoan = await _context.Accounts
                           .FirstOrDefaultAsync(m => (m.UserName == item.UserName) && (m.Password == item.Password));

            if (TaiKhoan == null)
            {
                return(NotFound());
            }
            var nguoiDung = new NguoiDung_()
            {
                Id       = TaiKhoan.Id,
                Name     = TaiKhoan.Name,
                UserName = TaiKhoan.UserName,
                Password = TaiKhoan.Password,
                Mail     = TaiKhoan.Mail,
                Sdt      = TaiKhoan.Sdt,
                Status   = TaiKhoan.Status
            };

            return(nguoiDung);
        }
示例#18
0
 public void ChangeItemSlot(Item_ item, Slot_ newSlot)
 {
     RemoveItem(item);
     newSlot.AddItem(item);
 }
示例#19
0
 private static void DumpFilesToItems(string path)
 {
     string[] lines = File.ReadAllLines(path);
     for (int i = 0; i < lines.Length; i++)
     {
         lines[i] = lines[i].Replace(".", ",");
         string[] tmpString = lines[i].Split('\t');
         Item_    tmp       = new Item_();
         tmp.ITEM_TYPE           = Convert.ToUInt32(tmpString[1]);
         tmp.ITEM_TYPE_NAME      = tmpString[2];
         tmp.ITEM_MALL           = Convert.ToByte(tmpString[7]);
         tmp.CLASS_A             = Convert.ToByte(tmpString[10]);
         tmp.CLASS_B             = Convert.ToByte(tmpString[11]);
         tmp.CLASS_C             = Convert.ToByte(tmpString[12]);
         tmp.RACE                = Convert.ToByte(tmpString[14]);
         tmp.SHOP_PRICE          = Convert.ToUInt64(tmpString[26]);
         tmp.MIN_REPAIR          = Convert.ToUInt16(tmpString[27]);
         tmp.MAX_REPAIR          = Convert.ToUInt16(tmpString[28]);
         tmp.STORE_PRICE         = Convert.ToUInt64(tmpString[30]);
         tmp.SELL_PRICE          = Convert.ToUInt64(tmpString[31]);
         tmp.LV_REQ              = Convert.ToByte(tmpString[33]);
         tmp.REQ1                = Convert.ToInt32(tmpString[34]);
         tmp.REQ1_LV             = Convert.ToByte(tmpString[35]);
         tmp.REQ2                = Convert.ToInt32(tmpString[36]);
         tmp.REQ2_LV             = Convert.ToByte(tmpString[37]);
         tmp.REQ3                = Convert.ToInt32(tmpString[38]);
         tmp.REQ3_LV             = Convert.ToByte(tmpString[39]);
         tmp.MAX_POSSES          = Convert.ToInt32(tmpString[40]);
         tmp.MAX_STACK           = Convert.ToUInt16(tmpString[57]);
         tmp.GENDER              = Convert.ToByte(tmpString[58]);
         tmp.MIN_DURA            = Convert.ToSingle(tmpString[63]);
         tmp.MAX_DURA            = Convert.ToSingle(tmpString[64]);
         tmp.MIN_PHYSDEF         = Convert.ToDouble(tmpString[65]);
         tmp.MAX_PHYSDEF         = Convert.ToDouble(tmpString[66]);
         tmp.PHYSDEF_INC         = Convert.ToDouble(tmpString[67]);
         tmp.MIN_PARRY           = Convert.ToSingle(tmpString[68]);
         tmp.MAX_PARRY           = Convert.ToSingle(tmpString[69]);
         tmp.MIN_ABSORB          = Convert.ToDouble(tmpString[70]);
         tmp.MAX_ABSORB          = Convert.ToDouble(tmpString[71]);
         tmp.ABSORB_INC          = Convert.ToDouble(tmpString[72]);
         tmp.MIN_BLOCK           = Convert.ToSingle(tmpString[73]);
         tmp.MAX_BLOCK           = Convert.ToSingle(tmpString[74]);
         tmp.MAGDEF_MIN          = Convert.ToDouble(tmpString[75]);
         tmp.MAGDEF_MAX          = Convert.ToDouble(tmpString[76]);
         tmp.MAGDEF_INC          = Convert.ToDouble(tmpString[77]);
         tmp.MIN_APHYS_REINFORCE = Convert.ToSingle(tmpString[78]);
         tmp.MAX_APHYS_REINFORCE = Convert.ToSingle(tmpString[79]);
         tmp.MIN_AMAG_REINFORCE  = Convert.ToSingle(tmpString[80]);
         tmp.MAX_AMAG_REINFORCE  = Convert.ToSingle(tmpString[81]);
         tmp.ATTACK_DISTANCE     = Convert.ToSingle(tmpString[94]);
         tmp.MIN_LPHYATK         = Convert.ToDouble(tmpString[95]);
         tmp.MAX_LPHYATK         = Convert.ToDouble(tmpString[96]);
         tmp.MIN_HPHYATK         = Convert.ToDouble(tmpString[97]);
         tmp.MAX_HPHYATK         = Convert.ToDouble(tmpString[99]);
         tmp.PHYATK_INC          = Convert.ToDouble(tmpString[100]);
         tmp.MIN_LMAGATK         = Convert.ToDouble(tmpString[101]);
         tmp.MAX_LMAGATK         = Convert.ToDouble(tmpString[102]);
         tmp.MIN_HMAGATK         = Convert.ToDouble(tmpString[103]);
         tmp.MAX_HMAGATK         = Convert.ToDouble(tmpString[104]);
         tmp.MAGATK_INC          = Convert.ToDouble(tmpString[105]);
         tmp.MIN_LPHYS_REINFORCE = Convert.ToSingle(tmpString[106]);
         tmp.MAX_LPHYS_REINFORCE = Convert.ToSingle(tmpString[107]);
         tmp.MIN_HPHYS_REINFORCE = Convert.ToSingle(tmpString[108]);
         tmp.MAX_HPHYS_REINFORCE = Convert.ToSingle(tmpString[109]);
         tmp.MIN_LMAG_REINFORCE  = Convert.ToSingle(tmpString[110]);
         tmp.MAX_LMAG_REINFORCE  = Convert.ToSingle(tmpString[111]);
         tmp.MIN_HMAG_REINFORCE  = Convert.ToSingle(tmpString[112]);
         tmp.MAX_HMAG_REINFORCE  = Convert.ToSingle(tmpString[113]);
         tmp.MIN_ATTACK_RATING   = Convert.ToSingle(tmpString[114]);
         tmp.MAX_ATTACK_RATING   = Convert.ToSingle(tmpString[115]);
         tmp.MIN_CRITICAL        = Convert.ToSingle(tmpString[116]);
         tmp.MAX_CRITICAL        = Convert.ToSingle(tmpString[117]);
         tmp.USE_TIME            = Convert.ToInt32(tmpString[118]);
         tmp.USE_TIME2           = Convert.ToInt32(tmpString[120]);
         tmp.USE_TIME3           = Convert.ToInt32(tmpString[122]);
         tmp.USE_TIME4           = Convert.ToInt32(tmpString[124]);
         Items.Add(tmp);
     }
 }
示例#20
0
 private static void DumpFilesToItems(string path)
 {
     string[] lines = File.ReadAllLines(path);
     for (int i = 0; i < lines.Length; i++)
     {
         lines[i] = lines[i].Replace(".", ",");
         string[] tmpString = lines[i].Split('\t');
         Item_ tmp = new Item_();
         tmp.ITEM_TYPE = Convert.ToUInt32(tmpString[1]);
         tmp.ITEM_TYPE_NAME = tmpString[2];
         tmp.ITEM_MALL = Convert.ToByte(tmpString[7]);
         tmp.CLASS_A = Convert.ToByte(tmpString[10]);
         tmp.CLASS_B = Convert.ToByte(tmpString[11]);
         tmp.CLASS_C = Convert.ToByte(tmpString[12]);
         tmp.RACE = Convert.ToByte(tmpString[14]);
         tmp.SHOP_PRICE = Convert.ToUInt64(tmpString[26]);
         tmp.MIN_REPAIR = Convert.ToUInt16(tmpString[27]);
         tmp.MAX_REPAIR = Convert.ToUInt16(tmpString[28]);
         tmp.STORE_PRICE = Convert.ToUInt64(tmpString[30]);
         tmp.SELL_PRICE = Convert.ToUInt64(tmpString[31]);
         tmp.LV_REQ = Convert.ToByte(tmpString[33]);
         tmp.REQ1 = Convert.ToInt32(tmpString[34]);
         tmp.REQ1_LV = Convert.ToByte(tmpString[35]);
         tmp.REQ2 = Convert.ToInt32(tmpString[36]);
         tmp.REQ2_LV = Convert.ToByte(tmpString[37]);
         tmp.REQ3 = Convert.ToInt32(tmpString[38]);
         tmp.REQ3_LV = Convert.ToByte(tmpString[39]);
         tmp.MAX_POSSES = Convert.ToInt32(tmpString[40]);
         tmp.MAX_STACK = Convert.ToUInt16(tmpString[57]);
         tmp.GENDER = Convert.ToByte(tmpString[58]);
         tmp.MIN_DURA = Convert.ToSingle(tmpString[63]);
         tmp.MAX_DURA = Convert.ToSingle(tmpString[64]);
         tmp.MIN_PHYSDEF = Convert.ToDouble(tmpString[65]);
         tmp.MAX_PHYSDEF = Convert.ToDouble(tmpString[66]);
         tmp.PHYSDEF_INC = Convert.ToDouble(tmpString[67]);
         tmp.MIN_PARRY = Convert.ToSingle(tmpString[68]);
         tmp.MAX_PARRY = Convert.ToSingle(tmpString[69]);
         tmp.MIN_ABSORB = Convert.ToDouble(tmpString[70]);
         tmp.MAX_ABSORB = Convert.ToDouble(tmpString[71]);
         tmp.ABSORB_INC = Convert.ToDouble(tmpString[72]);
         tmp.MIN_BLOCK = Convert.ToSingle(tmpString[73]);
         tmp.MAX_BLOCK = Convert.ToSingle(tmpString[74]);
         tmp.MAGDEF_MIN = Convert.ToDouble(tmpString[75]);
         tmp.MAGDEF_MAX = Convert.ToDouble(tmpString[76]);
         tmp.MAGDEF_INC = Convert.ToDouble(tmpString[77]);
         tmp.MIN_APHYS_REINFORCE = Convert.ToSingle(tmpString[78]);
         tmp.MAX_APHYS_REINFORCE = Convert.ToSingle(tmpString[79]);
         tmp.MIN_AMAG_REINFORCE = Convert.ToSingle(tmpString[80]);
         tmp.MAX_AMAG_REINFORCE = Convert.ToSingle(tmpString[81]);
         tmp.ATTACK_DISTANCE = Convert.ToSingle(tmpString[94]);
         tmp.MIN_LPHYATK = Convert.ToDouble(tmpString[95]);
         tmp.MAX_LPHYATK = Convert.ToDouble(tmpString[96]);
         tmp.MIN_HPHYATK = Convert.ToDouble(tmpString[97]);
         tmp.MAX_HPHYATK = Convert.ToDouble(tmpString[99]);
         tmp.PHYATK_INC = Convert.ToDouble(tmpString[100]);
         tmp.MIN_LMAGATK = Convert.ToDouble(tmpString[101]);
         tmp.MAX_LMAGATK = Convert.ToDouble(tmpString[102]);
         tmp.MIN_HMAGATK = Convert.ToDouble(tmpString[103]);
         tmp.MAX_HMAGATK = Convert.ToDouble(tmpString[104]);
         tmp.MAGATK_INC = Convert.ToDouble(tmpString[105]);
         tmp.MIN_LPHYS_REINFORCE = Convert.ToSingle(tmpString[106]);
         tmp.MAX_LPHYS_REINFORCE = Convert.ToSingle(tmpString[107]);
         tmp.MIN_HPHYS_REINFORCE = Convert.ToSingle(tmpString[108]);
         tmp.MAX_HPHYS_REINFORCE = Convert.ToSingle(tmpString[109]);
         tmp.MIN_LMAG_REINFORCE = Convert.ToSingle(tmpString[110]);
         tmp.MAX_LMAG_REINFORCE = Convert.ToSingle(tmpString[111]);
         tmp.MIN_HMAG_REINFORCE = Convert.ToSingle(tmpString[112]);
         tmp.MAX_HMAG_REINFORCE = Convert.ToSingle(tmpString[113]);
         tmp.MIN_ATTACK_RATING = Convert.ToSingle(tmpString[114]);
         tmp.MAX_ATTACK_RATING = Convert.ToSingle(tmpString[115]);
         tmp.MIN_CRITICAL = Convert.ToSingle(tmpString[116]);
         tmp.MAX_CRITICAL = Convert.ToSingle(tmpString[117]);
         tmp.USE_TIME = Convert.ToInt32(tmpString[118]);
         tmp.USE_TIME2 = Convert.ToInt32(tmpString[120]);
         tmp.USE_TIME3 = Convert.ToInt32(tmpString[122]);
         tmp.USE_TIME4 = Convert.ToInt32(tmpString[124]);
         Items.Add(tmp);
     }
 }
示例#21
0
    public void EquipSelectedItem()
    {
        Item_ selectedItem = bottomUi.currentSelectedObject.GetComponent <Item_>();

        EquipItem(selectedItem);
    }
示例#22
0
    public void StoreSelectedItem()
    {
        Item_ selectedItem = bottomUi.currentSelectedObject.GetComponent <Item_>();

        StoreItem(selectedItem);
    }
示例#23
0
 public bool IsInInventory(Item_ item)
 {
     return(item.occupyingSlot != null);
 }
示例#24
0
 public static void Start()
 {
     ExecuteSavedQueries();
     PulseTimer.Elapsed += new ElapsedEventHandler(Pulse);
     Character = new Character_();
     Mastery = new Mastery_();
     Item = new Item_();
     Skill = new Skill_();
     User = new User_();
     if (PulseFlag)
         PulseTimer.Start();
     Pulse(null, null);
 }
示例#25
0
 public void Add(Item_ item)
 {
     _slots.Add(item);
 }