public MeleeWeapon(int id, string name, string description, ItemType type, ItemTechnology technology, int value, int maxStark, string sprite, int meleeWeaponID, int meleeDamage, int throwDamage, float attackInterval, MeleeWeaponType mwType) : base(id, name, description, type, technology, value, maxStark, sprite) { this.MeleeWeaponID = meleeWeaponID; this.MeleeDamage = meleeDamage; this.ThrowDamage = throwDamage; this.AttackInterval = attackInterval; this.MWType = mwType; }
public void PlayMeleeHitSound(MeleeWeaponType weaponType) { if (weaponType == MeleeWeaponType.Blade) { PlayRandomSound(swordSlashOpponentSounds); } else if (weaponType == MeleeWeaponType.Blunt) { PlayRandomSound(bluntHitOpponentSounds); } else if (weaponType == MeleeWeaponType.Piercing) { PlayRandomSound(swordStabOpponentSounds); } }
public MeleeWeapon(MeleeWeaponType meleeWeaponType, int x = 0, int y = 0) : base(x, y) { if (meleeWeaponType == MeleeWeaponType.DAGGER) { durability = 10; damage = 3; cost = 3; name = "Dagger"; } else if (meleeWeaponType == MeleeWeaponType.LONGSWORD) { durability = 6; damage = 4; cost = 5; name = "LongSword"; } range = 1; }
/// <summary> /// Creates a new <code>MeleeWeapon</code> given a range for damage hit points. /// </summary> /// <param name="name">The <code>MeleeWeapon</code>'s name.</param> /// <param name="minDamage">The <code>MeleeWeapon</code>'s minimum damage.</param> /// <param name="maxDamage">The <code>MeleeWeapon</code>'s maximum damage.</param> /// <param name="type">The <code>MeleeWeapon</code>'s <code>MeleeWeaponType</code></param> /// <param name="length">The length of the <code>MeleeWeapon</code></param> public MeleeWeapon(string name, int minDamage, int maxDamage, MeleeWeaponType type, float length) : base(name, minDamage, maxDamage) { Type = type; Length = length; }
/// <summary> /// Creates a new <code>MeleeWeapon</code> with the specified damage. The damage of the <code>MeleeWeapon</code> will be static. /// </summary> /// <param name="name">The <code>MeleeWeapon</code>'s name.</param> /// <param name="damage">The <code>MeleeWeapon</code>'s damage.</param> /// <param name="type">The <code>MeleeWeapon</code>'s <code>MeleeWeaponType</code>.</param> /// <param name="length">The length of the <code>MeleeWeapon</code></param> public MeleeWeapon(string name, int damage, MeleeWeaponType type, float length) : this(name, damage, damage, type, length) { }
public GameObject GetMelee(MeleeWeaponType wpType) { return(MeleePfs.FirstOrDefault(x => x.GetComponent <MeleeWeaponBase>().WeaponType == wpType)); }
private Tile Create(TileType type) { int x = random.Next(0, width); int y = random.Next(0, height); while (map[x, y].Type != TileType.EMPTY) { x = random.Next(0, width); y = random.Next(0, height); } if (type == TileType.HERO) { map[x, y] = new Hero(x, y, 10); return(map[x, y]); } else if (type == TileType.ENEMY) { int i = random.Next(0, 3); if (i == 1) { map[x, y] = new Goblin(x, y); return(map[x, y]); } else if (i == 2) { map[x, y] = new Mage(x, y); return(map[x, y]); } else { Leader leader = new Leader(x, y); leader.Target = hero; map[x, y] = leader; return(map[x, y]); } } else if (type == TileType.GOLD) { map[x, y] = new Gold(x, y); return(map[x, y]); } else if (type == TileType.WEAPON) { int weaponType = random.Next(0, 2); int weaponVariant = random.Next(0, 2); if (weaponType == 0) { RangedWeaponType rangedType = (RangedWeaponType)weaponVariant; map[x, y] = new RangedWeapon(rangedType, x, y); } else { MeleeWeaponType meleeType = (MeleeWeaponType)weaponVariant; map[x, y] = new MeleeWeapon(meleeType, x, y); } return(map[x, y]); } return(new EmptyTile(x, y)); }