public void CallFuction(LivingCallBack func, int delay) { if (m_game != null) { m_game.AddAction(new LivingCallFunctionAction(this, func, delay)); } }
public LivingPlayeMovieAction(Living living, string action, int delay, int movieTime, LivingCallBack callBack) : base(delay, movieTime) { this.m_living = living; this.m_action = action; this.m_callBack = callBack; this.m_movieTime = movieTime; }
public LivingMoveToAction(Living living, List<Point> path, string action, int delay, LivingCallBack callback) : base(delay, 0) { m_living = living; m_path = path; m_action = action; m_isSent = false; m_index = 0; m_callback = callback; }
public LivingMoveToAction(Living living, List <Point> path, int stepx, string action, int delay, LivingCallBack callback) : base(delay, 0) { this.m_living = living; this.m_path = path; this.m_stepx = stepx; this.m_action = action; this.m_isSent = false; this.m_index = 0; this.m_callback = callback; }
public LivingMoveToAction(Living living, List <Point> path, string action, int delay, LivingCallBack callback) : base(delay, 0) { m_living = living; m_path = path; m_action = action; m_isSent = false; m_index = 0; m_callback = callback; }
public bool MoveTo(int x, int y, string action, int delay, LivingCallBack callback) { if (this is SimpleBoss) { Living.speed = (this as SimpleBoss).NpcInfo.DropRate; } else { if (this is SimpleNpc) { Living.speed = (this as SimpleNpc).NpcInfo.DropRate; } } bool result; if (this.m_x == x && this.m_y == y) { result = false; } else { if (x < 0 || x > this.m_map.Bound.Width) { result = false; } else { List <Point> path = new List <Point>(); int tx = this.m_x; int ty = this.m_y; int direction = (x > tx) ? 1 : -1; while ((x - tx) * direction > 0) { Point p = this.m_map.FindNextWalkPoint(tx, ty, direction, Living.speed * Living.step_X, Living.speed * Living.step_Y + 1); if (!(p != Point.Empty)) { break; } path.Add(p); tx = p.X; ty = p.Y; } if (path.Count > 0) { this.m_game.AddAction(new LivingMoveToAction(this, path, Living.speed, action, delay, callback)); result = true; } else { result = false; } } } return(result); }
public LivingFallingAction(Living living, int toX, int toY, int speed, string action, int delay, int type, LivingCallBack callback) : base(delay, 2000) { this.m_living = living; this.m_fallSpeed = speed; this.m_action = action; this.m_toX = toX; this.m_toY = toY; this.m_isSent = false; this.m_type = type; this.m_callback = callback; }
public LivingMoveToAction(Living living, List <Point> path, string action, int delay, int speed, string sAction, LivingCallBack callback) : base(delay, 0) { this.m_living = living; this.m_path = path; this.m_action = action; this.m_saction = sAction; this.m_isSent = false; this.m_index = 0; this.m_callback = callback; this.m_speed = speed; }
public LivingJumpAction(Living living, int toX, int toY, int speed, string action, int delay, int type, LivingCallBack callback) : base(delay, 2000) { m_living = living; m_toX = toX; m_toY = toY; m_speed = speed; m_action = action; m_isSent = false; m_type = type; m_callback = callback; }
public LivingFlyToAction(Living living, int fromX, int fromY, int toX, int toY, string action, int delay, int speed, LivingCallBack callback) : base(delay, 0) { this.m_living = living; this.m_action = action; this.m_speed = speed; this.m_toX = toX; this.m_toY = toY; this.m_fromX = fromX; this.m_fromY = fromY; this.m_isSent = false; this.m_callback = callback; }
public bool MoveTo(int x, int y, string action, int delay, LivingCallBack callback) { if (m_x == x && m_y == y) { return(false); } if (x < 0 || x > m_map.Bound.Width) { return(false); } List <Point> path = new List <Point>(); int tx = m_x; int ty = m_y; int direction = x > tx ? 1 : -1; while ((x - tx) * direction > 0) { Point p = m_map.FindNextWalkPoint(tx, ty, direction, STEP_X, STEP_Y); if (p != Point.Empty) { path.Add(p); tx = p.X; ty = p.Y; } else { break; //FallFrom(p.X, p.Y, "fall", 0, 0, 12); } } if (path.Count > 0) { m_game.AddAction(new LivingMoveToAction(this, path, action, delay, callback)); return(true); } else { return(false); } }
public void PlayMovie(string action, int delay, int MovieTime,LivingCallBack call) { m_game.AddAction(new LivingPlayeMovieAction(this, action, delay, MovieTime)); }
public LivingCallFunctionAction(Living living, LivingCallBack func, int delay) : base(delay) { this.m_living = living; this.m_func = func; }
public bool JumpTo(int x, int y, string ation, int delay, int type, LivingCallBack callback) { return JumpTo(x, y, ation, delay, type, 20, callback); }
public bool JumpTo(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { Point p = m_map.FindYLineNotEmptyPoint(x, y); if (p.Y < Y) { m_game.AddAction(new LivingJumpAction(this, p.X, p.Y, speed, action, delay, type, callback)); return true; } return false; }
public bool FallFrom(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { Point left = this.m_map.FindYLineNotEmptyPoint(x, y); if (left == Point.Empty) { left = new Point(x, this.m_game.Map.Bound.Height + 1); } if (this.Y < left.Y) { this.m_game.AddAction(new LivingFallingAction(this, left.X, left.Y, speed, action, delay, type, callback)); return(true); } return(false); }
public bool FallFrom(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { Point p = m_map.FindYLineNotEmptyPoint(x, y); if (p == Point.Empty) { p = new Point(x, m_game.Map.Bound.Height + 1); } if (Y < p.Y) { m_game.AddAction(new LivingFallingAction(this, p.X, p.Y, speed, action, delay, type, callback)); return true; } return false; }
public bool FallFrom(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { Point p = m_map.FindYLineNotEmptyPoint(x, y); if (p == Point.Empty) { p = new Point(x, m_game.Map.Bound.Height + 1); } if (Y < p.Y) { m_game.AddAction(new LivingFallingAction(this, p.X, p.Y, speed, action, delay, type, callback)); return(true); } return(false); }
public bool JumpToSpeed(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { Point point = this.m_map.FindYLineNotEmptyPoint(x, y); int arg_15_0 = point.Y; this.m_game.AddAction(new LivingJumpAction(this, point.X, point.Y, speed, action, delay, type, callback)); return(true); }
public bool JumpTo(int x, int y, string ation, int delay, int type, LivingCallBack callback, bool isNotEmptyPoint) { return(this.JumpTo(x, y, ation, delay, type, 20, callback, isNotEmptyPoint)); }
public LivingCallFunctionAction(Living living, LivingCallBack func, int delay) : base(delay) { m_living = living; m_func = func; }
public bool JumpTo(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback, bool isNotEmptyPoint) { Point p = this.m_map.FindYLineNotEmptyPoint(x, y); bool result; if (isNotEmptyPoint) { if (p.Y >= this.Y) { result = false; return(result); } } this.m_game.AddAction(new LivingJumpAction(this, p.X, p.Y, speed, action, delay, type, callback)); result = true; return(result); }
public bool MoveTo(int x, int y, string action, int delay, LivingCallBack callback) { return(this.MoveTo(x, y, action, delay, "", 4, callback)); }
public bool MoveTo(int x, int y, string action, int delay, string sAction, int speed, LivingCallBack callback) { bool result; if (this.m_x == x && this.m_y == y) { result = false; } else { if (x < 0 || x > this.m_map.Bound.Width) { result = false; } else { List <Point> path = new List <Point>(); int tx = this.m_x; int ty = this.m_y; int direction = (x > tx) ? 1 : -1; if (action == "fly") { Point p = new Point(x, y); Point p2 = new Point(tx - p.X, ty - p.Y); p = new Point(p.X + p2.X, y + p2.X); p2 = new Point(x - p.X, x - p.Y); if (p != Point.Empty) { } p = new Point(x, y); path.Add(p); } else { while ((x - tx) * direction > 0) { Point p = this.m_map.FindNextWalkPoint(tx, ty, direction, Living.STEP_X, Living.STEP_Y); if (!(p != Point.Empty)) { break; } path.Add(p); tx = p.X; ty = p.Y; } } if (path.Count > 0) { this.m_game.AddAction(new LivingMoveToAction(this, path, action, delay, speed, sAction, callback)); result = true; } else { result = false; } } } return(result); }
public bool JumpTo(int x, int y, string ation, int delay, int type, int speed, LivingCallBack callback) { return(this.JumpTo(x, y, ation, delay, type, 20, callback, true)); }
public bool JumpTo(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { Point p = m_map.FindYLineNotEmptyPoint(x, y); if (p.Y < Y) { m_game.AddAction(new LivingJumpAction(this, p.X, p.Y, speed, action, delay, type, callback)); return(true); } return(false); }
public bool FallFromTo(int x, int y, string action, int delay, int type, int speed, LivingCallBack callback) { this.m_game.AddAction(new LivingFallingAction(this, x, y, speed, action, delay, type, callback)); return(true); }
public bool JumpTo(int x, int y, string ation, int delay, int type, LivingCallBack callback) { return(JumpTo(x, y, ation, delay, type, 20, callback)); }
public bool MoveTo(int x, int y, string action, int delay, LivingCallBack callback) { if (m_x == x && m_y == y) return false; if (x < 0 || x > m_map.Bound.Width) return false; List<Point> path = new List<Point>(); int tx = m_x; int ty = m_y; int direction = x > tx ? 1 : -1; while ((x - tx) * direction > 0) { Point p = m_map.FindNextWalkPoint(tx, ty, direction, STEP_X, STEP_Y); if (p != Point.Empty) { path.Add(p); tx = p.X; ty = p.Y; } else { break; //FallFrom(p.X, p.Y, "fall", 0, 0, 12); } } if (path.Count > 0) { m_game.AddAction(new LivingMoveToAction(this, path, action, delay,3, callback)); return true; } else { return false; } }
public void PlayMovie(string action, int delay, int MovieTime, LivingCallBack call) { m_game.AddAction(new LivingPlayeMovieAction(this, action, delay, MovieTime)); }
public bool FlyTo(int x, int y, string action, int delay, int speed, LivingCallBack callback) { m_game.AddAction(new LivingFlyToAction(this, this.X, this.Y, x, y, action, delay, speed, callback)); m_game.AddAction(new LivingFallingAction(this, x, y, 0, action, delay, 0, callback)); return(true); }