示例#1
0
        /// <summary>
        /// Creates the data for the specified row.
        /// </summary>
        internal LogicData Create(Row row)
        {
            LogicData data;

            switch (this.Index)
            {
            case 1:
            {
                data = new LogicLocaleData(row, this);
                break;
            }

            case 2:
            {
                data = new LogicResourceData(row, this);
                break;
            }

            case 3:
            {
                data = new LogicEffectData(row, this);
                break;
            }

            case 4:
            {
                data = new LogicParticleEmitterData(row, this);
                break;
            }

            case 5:
            {
                data = new LogicGlobalData(row, this);
                break;
            }

            case 6:
            {
                data = new LogicQuestData(row, this);
                break;
            }

            case 8:
            {
                data = new LogicAchievementData(row, this);
                break;
            }

            case 10:
            {
                data = new LogicWorldData(row, this);
                break;
            }

            case 11:
            {
                data = new LogicHeroData(row, this);
                break;
            }

            case 12:
            {
                data = new LogicExperienceLevelData(row, this);
                break;
            }

            case 13:
            {
                data = new LogicLeagueData(row, this);
                break;
            }

            case 21:
            {
                data = new LogicAllianceBadgeData(row, this);
                break;
            }

            case 24:
            {
                data = new LogicTauntData(row, this);
                break;
            }

            case 25:
            {
                data = new LogicDecoData(row, this);
                break;
            }

            case 26:
            {
                data = new LogicVariableData(row, this);
                break;
            }

            case 28:
            {
                data = new LogicBoosterData(row, this);
                break;
            }

            case 32:
            {
                data = new LogicEnergyPackageData(row, this);
                break;
            }

            case 35:
            {
                data = new LogicSpellData(row, this);
                break;
            }

            case 36:
            {
                data = new LogicObstacleData(row, this);
                break;
            }

            case 37:
            {
                data = new LogicItemsData(row, this);
                break;
            }

            default:
            {
                data = new LogicData(row, this);
                break;
            }
            }

            return(data);
        }
示例#2
0
 public virtual void PlayEffect(LogicEffectData data, int offsetX, int offsetY)
 {
     // PlayEffect.
 }
示例#3
0
 public virtual void PlayTargetedEffect(LogicEffectData data, LogicGameObject gameObject, LogicVector2 target)
 {
     // PlayTargetedEffect.
 }
示例#4
0
 public virtual void PlayEffect(LogicEffectData data)
 {
     // PlayEffect.
 }
示例#5
0
        public void TargetReached(int damagePercent)
        {
            this.m_damageTime = this.GetProjectileData().GetDamageDelay();
            this.UpdateDamage(damagePercent);
            this.m_targetReached = true;

            if (!this.m_dummy)
            {
                if (this.m_hitEffect != null)
                {
                    if (this.m_target != null)
                    {
                        LogicHitpointComponent hitpointComponent = this.m_target.GetHitpointComponent();

                        if (hitpointComponent != null)
                        {
                            if (!this.m_bounceProjectile)
                            {
                                // Listener.
                            }
                        }
                    }
                    else if (!this.m_penetrating && this.m_shockwavePushStrength == 0)
                    {
                        // Listener.
                    }
                }

                if (this.m_hitEffect2 != null)
                {
                    if (this.m_target != null)
                    {
                        LogicHitpointComponent hitpointComponent = this.m_target.GetHitpointComponent();

                        if (hitpointComponent != null)
                        {
                            if (!this.m_bounceProjectile)
                            {
                                // Listener.
                            }
                        }
                    }
                    else if (!this.m_penetrating && this.m_shockwavePushStrength == 0)
                    {
                        // Listener.
                    }
                }

                if (this.m_target != null)
                {
                    if (this.m_bounceCount > 0)
                    {
                        this.m_bounceTargets[this.m_bounceCount - 1] = this.m_target;
                        this.UpdateBounces();
                    }
                }

                LogicSpellData hitSpell = this.GetProjectileData().GetHitSpell();

                if (hitSpell != null)
                {
                    LogicSpell spell = (LogicSpell)LogicGameObjectFactory.CreateGameObject(hitSpell, this.m_level, this.m_villageType);

                    spell.SetUpgradeLevel(this.GetProjectileData().GetHitSpellLevel());
                    spell.SetInitialPosition(this.GetMidX(), this.GetMidY());
                    spell.SetTeam(1);

                    this.GetGameObjectManager().AddGameObject(spell, -1);
                }

                if (this.m_bounceProjectile)
                {
                    int idx = -1;

                    for (int i = 0; i < LogicProjectile.MAX_BOUNCES; i++)
                    {
                        if (this.m_bouncePositions[i] != null)
                        {
                            idx = i;
                            break;
                        }
                    }

                    if (idx != -1)
                    {
                        LogicVector2 bouncePosition = this.m_bouncePositions[idx];

                        this.m_bouncePositions[idx] = null;
                        this.m_target = null;

                        LogicEffectData bounceEffect = this.GetProjectileData().GetBounceEffect();

                        if (bounceEffect != null)
                        {
                            this.m_listener.PlayEffect(bounceEffect);
                        }

                        this.m_targetPosition.m_x = 8 * bouncePosition.m_x;
                        this.m_targetPosition.m_y = 8 * bouncePosition.m_y;

                        this.m_randomHitRange = this.m_flyingTarget ? 1000 : 0;

                        // Listener.

                        this.m_targetReached = false;
                        this.m_travelTime    = 0;

                        bouncePosition.Destruct();
                    }
                    else
                    {
                        this.m_target = null;
                    }
                }

                if (this.m_targetReached)
                {
                    LogicEffectData destroyedEffect = this.GetProjectileData().GetDestroyedEffect();

                    if (destroyedEffect != null)
                    {
                        // Listener.
                    }
                }
            }
        }
示例#6
0
 public void SetHitEffect(LogicEffectData hitEffect, LogicEffectData hitEffect2)
 {
     this.m_hitEffect  = hitEffect;
     this.m_hitEffect2 = hitEffect2;
 }
 public void SetDieEffect(LogicEffectData data1, LogicEffectData data2)
 {
     this.m_dieEffect = data1;
     this.m_dieEffect = data2;
 }
 /// <summary>
 ///     Sets the die effect.
 /// </summary>
 public void SetDieEffect(LogicEffectData data)
 {
     this._dieEffect = data;
 }