示例#1
0
 public void Death(Stats stats)
 {
     if(State != MobStates.Death)
     {
         Status = MobStatus.None;
         State = MobStates.Death;
         Stop();
         PlayerControll.Instance.Stats.Energy += stats.Energy;
         Agent.enabled = false;
         GetComponent<SphereCollider>().enabled = false;
         Animator.SetTrigger("Death");
         Harmable.AllHarmableObjects.Remove(this);
         Destroy(gameObject, 5);
     }
 }
示例#2
0
 /// <summary>
 /// Declare the current state of the mob as attacking.
 /// </summary>
 /// <param name="target">Gameobject that this mob will target to attack</param>
 protected virtual void BeginAttack(GameObject target)
 {
     currentStatus = MobStatus.Attacking;
     FollowTarget(target.transform);
 }
 /// <summary>
 /// ライフゲージを破棄します。
 /// </summary>
 /// <param name="status"></param>
 public void Remove(MobStatus status)
 {
     Destroy(_statusLifeBarMap[status].gameObject);
     _statusLifeBarMap.Remove(status);
 }
示例#4
0
 /// <summary>
 /// Declare the current state of the mob as Searching.
 /// </summary>
 protected virtual void BeginSearch()
 {
     searchWaitTime = 0f;
     currentStatus  = MobStatus.Searching;
 }
 private void Start()
 {
     _status = GetComponent <MobStatus>();
 }
示例#6
0
 /// <summary>
 /// Declare the current state of the mob as attacking.
 /// </summary>
 /// <param name="target">Gameobject that this mob will target to attack</param>
 private void BeginAttack(GameObject target)
 {
     currentStatus = MobStatus.Attacking;
     FollowTarget(target.transform);
 }
示例#7
0
 /// <summary>
 /// Declare the current state of the mob as Searching.
 /// </summary>
 private void BeginSearch()
 {
     searchWaitTime = 0f;
     currentStatus  = MobStatus.Searching;
 }
示例#8
0
        public void Cast(Mob caster)
        {
            MobStatus        status  = MobStatus.Null;
            CharacterDisease disease = CharacterDisease.Null;
            bool             heal    = false;
            bool             banish  = false;
            bool             dispel  = false;

            switch ((MobSkillName)this.MapleID)
            {
            case MobSkillName.WeaponAttackUp:
            case MobSkillName.WeaponAttackUpAreaOfEffect:
            case MobSkillName.WeaponAttackUpMonsterCarnival:
                status = MobStatus.WeaponAttackUp;
                break;

            case MobSkillName.MagicAttackUp:
            case MobSkillName.MagicAttackUpAreaOfEffect:
            case MobSkillName.MagicAttackUpMonsterCarnival:
                status = MobStatus.MagicAttackUp;
                break;

            case MobSkillName.WeaponDefenseUp:
            case MobSkillName.WeaponDefenseUpAreaOfEffect:
            case MobSkillName.WeaponDefenseUpMonsterCarnival:
                status = MobStatus.WeaponDefenseUp;
                break;

            case MobSkillName.MagicDefenseUp:
            case MobSkillName.MagicDefenseUpAreaOfEffect:
            case MobSkillName.MagicDefenseUpMonsterCarnival:
                status = MobStatus.MagicDefenseUp;
                break;

            case MobSkillName.HealAreaOfEffect:
                heal = true;
                break;

            case MobSkillName.Seal:
                disease = CharacterDisease.Sealed;
                break;

            case MobSkillName.Darkness:
                disease = CharacterDisease.Darkness;
                break;

            case MobSkillName.Weakness:
                disease = CharacterDisease.Weaken;
                break;

            case MobSkillName.Stun:
                disease = CharacterDisease.Stun;
                break;

            case MobSkillName.Curse:
                // TODO: Curse.
                break;

            case MobSkillName.Poison:
                disease = CharacterDisease.Poison;
                break;

            case MobSkillName.Slow:
                disease = CharacterDisease.Slow;
                break;

            case MobSkillName.Dispel:
                dispel = true;
                break;

            case MobSkillName.Seduce:
                disease = CharacterDisease.Seduce;
                break;

            case MobSkillName.SendToTown:
                // TODO: Send to town.
                break;

            case MobSkillName.PoisonMist:
                // TODO: Spawn poison mist.
                break;

            case MobSkillName.Confuse:
                disease = CharacterDisease.Confuse;
                break;

            case MobSkillName.Zombify:
                // TODO: Zombify.
                break;

            case MobSkillName.WeaponImmunity:
                status = MobStatus.WeaponImmunity;
                break;

            case MobSkillName.MagicImmunity:
                status = MobStatus.MagicImmunity;
                break;

            case MobSkillName.WeaponDamageReflect:
            case MobSkillName.MagicDamageReflect:
            case MobSkillName.AnyDamageReflect:
                // TODO: Reflect.
                break;

            case MobSkillName.AccuracyUpMonsterCarnival:
            case MobSkillName.AvoidabilityUpMonsterCarnival:
            case MobSkillName.SpeedUpMonsterCarnival:
                // TODO: Monster carnival buffs.
                break;

            case MobSkillName.Summon:

                foreach (int mobId in MobSkill.Summons[this.Level])
                {
                    Mob summon = new Mob(mobId);
                    summon.Position = caster.Position;

                    switch (mobId)
                    {
                    case 8500003:         // Papulatus bomb (High)
                        summon.Foothold    = (short)Math.Ceiling(Application.Random.NextDouble() * 19.0);
                        summon.Position.Y -= 590;
                        break;

                    case 8500004:         // Papulatus bomb (Low)
                        summon.Position.X += (short)(Application.Random.Next(1000) - 500);

                        if (summon.Position.Y != -590)
                        {
                            summon.Position.Y = caster.Position.Y;
                        }

                        break;

                    case 8510100:         //Pianus bomb

                        if (Math.Ceiling(Application.Random.NextDouble() * 5) == 1)
                        {
                            summon.Position.Y = 78;
                            summon.Position.X = (short)(Application.Random.Next(5) + (Application.Random.Next(2) == 1 ? 180 : 0));
                        }
                        else
                        {
                            summon.Position.X += (short)(Application.Random.Next(1000) - 500);
                        }

                        break;
                    }

                    switch (caster.Map.MapleID)
                    {
                    case 220080001:         // Papulatus' map

                        if (summon.Position.X < -890)
                        {
                            summon.Position.X = (short)(Math.Ceiling(Application.Random.NextDouble() * 150) - 890);
                        }
                        else if (summon.Position.X > 230)
                        {
                            summon.Position.X = (short)(230 - Math.Ceiling(Application.Random.NextDouble() * 150));
                        }

                        break;

                    case 230040420:         // Pianus' map

                        if (summon.Position.X < -239)
                        {
                            summon.Position.X = (short)(Math.Ceiling(Application.Random.NextDouble() * 150) - 239);
                        }
                        else if (summon.Position.X > 371)
                        {
                            summon.Position.X = (short)(371 - Math.Ceiling(Application.Random.NextDouble() * 150));
                        }

                        break;
                    }

                    summon.SpawnEffect = this.SummonEffect;
                    caster.Map.Mobs.Add(summon);
                }

                break;
            }

            foreach (Mob affectedMob in this.GetAffectedMobs(caster))
            {
                if (heal)
                {
                    affectedMob.Heal((uint)this.ParameterA, this.ParameterB);
                }

                if (status != MobStatus.Null && !affectedMob.Buffs.Contains(status))
                {
                    affectedMob.Buff(status, (short)this.ParameterA, this);
                }
            }

            foreach (Character affectedCharacter in this.GetAffectedCharacters(caster))
            {
                if (dispel)
                {
                    //affectedCharacter.Dispel();
                }

                if (banish)
                {
                    affectedCharacter.ChangeMap(affectedCharacter.Map.ReturnMapID);
                }

                if (disease != CharacterDisease.Null)
                {
                    //affectedCharacter.Debuff(disease);
                }
            }

            caster.CurrentMP -= (uint)this.MpCost;

            if (caster.Cooldowns.ContainsKey(this))
            {
                caster.Cooldowns[this] = DateTime.Now;
            }
            else
            {
                caster.Cooldowns.Add(this, DateTime.Now);
            }
        }
示例#9
0
        public void Cast(Mob caster)
        {
            MobStatus status = MobStatus.None;

            CharacterConstants.CharacterDisease disease = CharacterConstants.CharacterDisease.None;
            bool heal = false;
            //bool banish = false;
            bool dispel = false;

            switch ((MobSkillName)this.MapleID)
            {
            case MobSkillName.WeaponAttackUp:
            case MobSkillName.WeaponAttackUpAreaOfEffect:
            case MobSkillName.WeaponAttackUpMonsterCarnival:
                status = MobStatus.WeaponAttackUp;
                break;

            case MobSkillName.MagicAttackUp:
            case MobSkillName.MagicAttackUpAreaOfEffect:
            case MobSkillName.MagicAttackUpMonsterCarnival:
                status = MobStatus.MagicAttackUp;
                break;

            case MobSkillName.WeaponDefenseUp:
            case MobSkillName.WeaponDefenseUpAreaOfEffect:
            case MobSkillName.WeaponDefenseUpMonsterCarnival:
                status = MobStatus.WeaponDefenseUp;
                break;

            case MobSkillName.MagicDefenseUp:
            case MobSkillName.MagicDefenseUpAreaOfEffect:
            case MobSkillName.MagicDefenseUpMonsterCarnival:
                status = MobStatus.MagicDefenseUp;
                break;

            case MobSkillName.HealAreaOfEffect:
                heal = true;
                break;

            case MobSkillName.Seal:
                disease = CharacterConstants.CharacterDisease.Sealed;
                break;

            case MobSkillName.Darkness:
                disease = CharacterConstants.CharacterDisease.Darkness;
                break;

            case MobSkillName.Weakness:
                disease = CharacterConstants.CharacterDisease.Weaken;
                break;

            case MobSkillName.Stun:
                disease = CharacterConstants.CharacterDisease.Stun;
                break;

            case MobSkillName.Curse:
                disease = CharacterConstants.CharacterDisease.Curse;
                break;

            case MobSkillName.Poison:
                disease = CharacterConstants.CharacterDisease.Poison;
                break;

            case MobSkillName.Slow:
                disease = CharacterConstants.CharacterDisease.Slow;
                break;

            case MobSkillName.Dispel:
                dispel = true;
                break;

            case MobSkillName.Seduce:
                disease = CharacterConstants.CharacterDisease.Seduce;
                break;

            case MobSkillName.SendToTown:
                // TODO: Send to town.
                break;

            case MobSkillName.PoisonMist:
                // TODO: Spawn poison mist.
                break;

            case MobSkillName.Confuse:
                disease = CharacterConstants.CharacterDisease.Confuse;
                break;

            case MobSkillName.Zombify:
                // TODO: Zombify.
                break;

            case MobSkillName.WeaponImmunity:
                status = MobStatus.WeaponImmunity;
                break;

            case MobSkillName.MagicImmunity:
                status = MobStatus.MagicImmunity;
                break;

            case MobSkillName.WeaponDamageReflect:
            case MobSkillName.MagicDamageReflect:
            case MobSkillName.AnyDamageReflect:
                // TODO: Reflect.
                break;

            case MobSkillName.AccuracyUpMonsterCarnival:
            case MobSkillName.AvoidabilityUpMonsterCarnival:
            case MobSkillName.SpeedUpMonsterCarnival:
                // TODO: Monster carnival buffs.
                break;

            case MobSkillName.Summon:

                foreach (int mobId in MobSkill.Summons[this.Level])
                {
                    Mob summon = new Mob(mobId)
                    {
                        Position    = caster.Position,
                        SpawnEffect = this.SummonEffect
                    };

                    caster.Map.Mobs.Add(summon);
                }
                break;
            }

            foreach (Mob affectedMob in this.GetAffectedMobs(caster))
            {
                if (heal)
                {
                    affectedMob.Heal((uint)this.ParameterA, this.ParameterB);
                }

                if (status != MobStatus.None && !affectedMob.Buffs.Contains(status))
                {
                    affectedMob.Buff(status, (short)this.ParameterA, this);
                }
            }

            foreach (Character affectedCharacter in this.GetAffectedCharacters(caster))
            {
                if (dispel)
                {
                    //affectedCharacter.Dispel();
                }

                /*
                 * if (banish)
                 * {
                 *  affectedCharacter.ChangeMap(affectedCharacter.Map.ReturnMapID);
                 * }
                 */

                if (disease != CharacterConstants.CharacterDisease.None)
                {
                    using (Packet oPacket = new Packet(ServerOperationCode.TemporaryStatSet))
                    {
                        oPacket
                        .WriteLong()
                        .WriteLong((long)disease);

                        oPacket
                        .WriteShort((short)this.ParameterA)
                        .WriteShort(this.MapleID)
                        .WriteShort(this.Level)
                        .WriteInt(this.Duration);

                        oPacket
                        .WriteShort()
                        .WriteShort(900)
                        .WriteByte(1);

                        affectedCharacter.Client.Send(oPacket);
                    }

                    //map packet.
                }
            }

            caster.Mana -= (uint)this.MpCost;

            if (caster.Cooldowns.ContainsKey(this))
            {
                caster.Cooldowns[this] = DateTime.Now;
            }
            else
            {
                caster.Cooldowns.Add(this, DateTime.Now);
            }
        }