public FormClasses() { InitializeComponent(); pData = new Classe(); IncrementTab = new Increment(); BasicTab = new Basic(); StatTab = new BaseStat(); VitalTab = new Vital(); PhysicalTab = new Physical(); MagicTab = new Magic(); ExtraTab = new Extra(); ElementalTab = new Elemental(); ResistTab = new Resist(); DockPanel.AddContent(BasicTab); DockPanel.AddContent(StatTab); DockPanel.AddContent(VitalTab); DockPanel.AddContent(PhysicalTab); DockPanel.AddContent(MagicTab); DockPanel.AddContent(ElementalTab); DockPanel.AddContent(ResistTab); DockPanel.AddContent(ExtraTab); DockPanel.ContentRemoved += DockPanel_ContentRemoved; }
public GameMessagePrivateUpdateAttribute2ndLevel(Session session, Vital vital, uint value) : base(GameMessageOpcode.PrivateUpdateAttribute2ndLevel, GameMessageGroup.Group09) { Writer.Write(session.UpdateAttribute2ndLevelSequence++); Writer.Write((uint)vital); Writer.Write(value); }
public GameEventPrivateUpdateVital(Session session, Entity.Enum.Ability vital, uint ranks, uint baseValue, uint totalInvestment, uint currentValue) : base(session) { switch (vital) { case Entity.Enum.Ability.Health: this.vital = Vital.Health; break; case Entity.Enum.Ability.Stamina: this.vital = Vital.Stamina; break; case Entity.Enum.Ability.Mana: this.vital = Vital.Mana; break; default: throw new ArgumentException("invalid vital specified"); } this.ranks = ranks; this.baseValue = baseValue; this.totalInvestment = totalInvestment; this.currentValue = currentValue; }
public GameMessagePrivateUpdateAttribute2ndLevel(WorldObject worldObject, Vital vital, uint value) : base(GameMessageOpcode.PrivateUpdateAttribute2ndLevel, GameMessageGroup.UIQueue) { Writer.Write(worldObject.Sequences.GetNextSequence(Sequence.SequenceType.UpdateAttribute2ndLevel, vital)); Writer.Write((uint)vital); Writer.Write(value); }
public void SetVitalAt(int index, Vital vital) { if (index < _vital.Length && index > -1) { _vital[index] = vital; } }
public FormIncrement() { InitializeComponent(); pData = new Classe(); IncrementTab = new Increment(); //muda o modo de edição para incremento BasicTab = new Basic(); BasicTab.IsClasseMode = false; StatTab = new BaseStat(); VitalTab = new Vital(); PhysicalTab = new Physical(); MagicTab = new Magic(); ExtraTab = new Extra(); ElementalTab = new Elemental(); ResistTab = new Resist(); DockPanel.AddContent(BasicTab); DockPanel.AddContent(StatTab); DockPanel.AddContent(VitalTab); DockPanel.AddContent(PhysicalTab); DockPanel.AddContent(MagicTab); DockPanel.AddContent(ElementalTab); DockPanel.AddContent(ResistTab); DockPanel.AddContent(ExtraTab); DockPanel.ContentRemoved += DockPanel_ContentRemoved; }
public void SetUp(CharacterCreator creator, int index, Vital vit) { vitalIndex = index; charCreator = creator; titleText.text = ((VitalName)index).ToString(); valueText.text = vit.AdjustedBaseValue.ToString(); }
/// <summary> /// Clients receive reports about health as part of their incoming streams. The server will have added them to its outgoing/mirror streams. /// </summary> public void NSTBitstreamIncomingFirst(Frame frame, Frame currFrame, ref UdpBitStream bitstream, bool isServer) { bool iAmActingAuthority = na.IAmActingAuthority; // If this is the server and has authority, it will receieve its own outgoings... account for that. // TODO: Cache this down the line with callbacks from the net engine to notify of ownership changes bool noIncomingExpected = MasterNetAdapter.ServerIsActive && iAmActingAuthority && (NetLibrarySettings.single.defaultAuthority == DefaultAuthority.ServerAuthority || MasterNetAdapter.NET_MODEL == NetworkModel.ServerClient) && !na.IsMine; // if we are authority, any incoming messages from others will not include a health. Only the authority should write health. if (noIncomingExpected) { return; } if (UpdateDue(frame.frameid)) { for (int i = 0; i < vitalsCount; ++i) { Vital v = vitals[i]; int incval = bitstream.ReadInt(v.bitsForStat); if (!iAmActingAuthority) { v.Value = incval; } } if (!iAmActingAuthority) { UpdateMonitors(); } } }
public void UpdateGraphics(IVitals vitals) { Vital vital = vitals[monitoredVitalId]; if (vital == null) { return; } if (UIText != null) { UIText.text = ((int)vital.Value).ToString(); } // Resize the healthbar if (UIImage != null) { if (UIImage.type == Image.Type.Filled && UIImage.sprite != null) { UIImage.fillAmount = vital.Value / vital.maxValue; } else { UIImage.rectTransform.localScale = new Vector3( vital.Value / vital.maxValue, UIImage.rectTransform.localScale.y, UIImage.rectTransform.localScale.z); } } }
private void AddIndicatorWindow(VitalIndicator indicator, Vital monitoringVital) { var borderedIndicator = new BorderedVitalIndicator(indicator, this.indicatorWidth, this.indicatorHeight); var indicatorWindow = new IndicatorWindow(borderedIndicator, monitoringVital, (indicator.Width - 70.0), indicator.Height); indicatorWindows.Add(indicatorWindow); }
public void ApplyDamage(float amount) { Vital shield = GetVital(VitalType.ShieldPoints); Vital hull = GetVital(VitalType.HullPoints); if (hull.current <= 0f) { return; } if (shield.current >= amount) { shield.Update(-amount); } else if (shield.current > 0) { amount -= shield.current; shield.Update(-shield.current); hull.Update(-amount); } else { hull.Update(-amount); } OnVitalChanged?.Invoke(VitalType.ShieldPoints, shield.inPercent); OnVitalChanged?.Invoke(VitalType.HullPoints, hull.inPercent); }
public async Task <ActionResult <Vital> > PostVital(Vital vital) { _context.Vital.Add(vital); await _context.SaveChangesAsync(); return(CreatedAtAction("GetVital", new { id = vital.Id }, vital)); }
// ------------------------------------------------------------------------------- // // ------------------------- Controls stamina functionality ------------------------- // private void StaminaController(Vital vital) { bool running = false; if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W)) // if left shift is pressed AND player is moving forward { // set running to true, increase players speed, and begin depleting stamina running = true; playerMovement.moveSpeed = 10f; vital.slider.value -= Time.deltaTime * vital.fallRate; } else if (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.W)) // if left shift is not pressed anymore { // set running to false, and players speed back to normal running = false; playerMovement.moveSpeed = 5f; } if (!running) // if not running, regenerate stamina { vital.slider.value += Time.deltaTime * vital.fallRate; } if (vital.slider.value <= 0) // if stamina is fully depleted, keep at 0 (until left shift is let go), and players speed back to normal { vital.slider.value = 0; playerMovement.moveSpeed = 5f; } else if (vital.slider.value >= vital.max) // if stamina is at the max, keep it there (until shift is pressed again, this is if we have a consumable that gives stamina) { vital.slider.value = vital.max; } }
public GameMessagePrivateUpdateAttribute2ndLevel(Session session, Vital vital, uint value) : base(GameMessageOpcode.PrivateUpdateAttribute2ndLevel, GameMessageGroup.Group09) { Writer.Write(session.Player.Sequences.GetNextSequence(Sequence.SequenceType.PrivateUpdateAttribute2ndLevel)); Writer.Write((uint)vital); Writer.Write(value); }
public async Task <IActionResult> PutVital(int id, Vital vital) { if (id != vital.Id) { return(BadRequest()); } _context.Entry(vital).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!VitalExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
private void SetupVitals() { for (int i = 0; i < _vital.Length; i++) { _vital[i] = new Vital(); } }
/// FillableBar() public static void FillableBar(Rect rect, float percent, Vital vital, Color fillColor) { WindowComponents.DrawTextureWithBorder(rect, Res.textures["fillable_border"]); rect = rect.Contract(2f); GUI.DrawTexture(rect.Width(rect.width * percent), Res.TextureUnicolor(fillColor)); GUI.Label(rect, Mathf.Round(vital.currentValue).ToString() + " / " + vital.value.ToString(), WindowComponents.vitalLabelStyle); }
private void SetupVitals() { for (int cnt = 0; cnt < vital.Length; cnt++) { vital[cnt] = new Vital(); } }
private void SetupVitals() { for (int cnt = 0; cnt < _vital.Length; cnt++) _vital[cnt] = new Vital(); SetupVitalModifiers(); }
void DisplayStatValues() { Text displayText; string toDisplay = "NaN"; ForEachEnum <StatType>((statType) => { Stat stat = stats.GetStat((StatType)statType); if (stat != null) { Vital vital = stat as Vital; if (vital != null) { Debug.Log(string.Format("Stat {0}'s value is {1}/{2}", vital.StatName, vital.StatCurrentValue, vital.StatValue)); toDisplay = vital.StatCurrentValue + "/" + vital.StatValue; } else { Debug.Log(string.Format("Stat {0}'s value is {1}", stat.StatName, stat.StatValue)); toDisplay = stat.StatValue.ToString(); } displayText = GameObject.Find(stat.StatName + "_Value").GetComponent <Text>(); displayText.text = toDisplay; } }); }
/// <summary> /// Initializes the vitals for this character. /// </summary> private void SetupVitals() { for (int i = 0; i < vitals.Length; i++) { vitals[i] = new Vital(50, 0, 50, Enum.GetName(typeof(VitalName), i)); } }
private void SetupVitals() { for (int cnt = 0; cnt < _vital.Length; cnt++) { _vital[cnt] = new Vital(); } SetupVitalModifiers(); }
private void SetUpVitals() { for (int i = 0; i < _vitals.Length; i++) { _vitals[i] = new Vital(); } SetUpVitalModifiers(); }
private void SetupVitals() { for (int cnt = 0; cnt < _vitals.Length; cnt++) { _vitals[cnt] = new Vital(); _vitals[cnt].Name = ((VitalName)cnt).ToString(); } }
public ActionResult DeleteConfirmed(int id) { Vital vital = db.Vitals.Find(id); db.Vitals.Remove(vital); db.SaveChanges(); return(RedirectToAction("Index")); }
public void SaveVital(Vital vital, string path) { print("saving vital (" + vital.name + ") in: " + path); var serializer = new XmlSerializer(typeof(Vital)); var stream = new FileStream(Path.GetFullPath(Application.dataPath) + path, FileMode.Create); serializer.Serialize(stream, vital); stream.Close(); }
void Reset() { _buffTime = 0; for(int i = 0; i < _vitals.Length; i++) { _vitals[i] = new Vital(); _amountToHeal[i] = 0; } }
/// FillableBarWithLabelValue public static void FillableBarWithLabelValue(Rect rect, string name, Vital vital, Color fillColor) { float percent = Utils.Normalize(0, vital.value, vital.currentValue); Rect[] hGrid = rect.HorizontalGrid(new float[] { 70, rect.width - 140, 70 }, 5); WindowComponents.Label(hGrid[1], name); WindowComponents.FillableBar(hGrid[2], percent, vital, fillColor); WindowComponents.Label(hGrid[3], Mathf.Round(percent * 100).ToString() + "%"); }
void OnStatValueChange(object sender, EventArgs args) { Vital vital = (Vital)sender; if (vital != null) { vital.StatCurrentValue = vital.StatValue; } }
private void Reset() { _buffTime = 0; for(int cnt = 0; cnt < _vital.Length; cnt++) { _vital[cnt] = new Vital(); _amountToHeal[cnt] = 0; } }
public void SetupVitals() { for (int cnt = 0; cnt < vital.Length; cnt++) { vital[cnt] = new Vital(); } SetupVitalModifiers(); }
public void Reset() { _buffTime = 0; for(int i = 0; i < _vitals.Length; i++) { _vitals[i] = new Vital(); _effectAmount[i] = 0; } }
public void Reset() { _buffTime = 0; for (int cnt = 0; cnt < _vital.Length; cnt++) { _vital[cnt] = new Vital(); _amountToHeal[cnt] = 0; } }
public VitalsDict() { Vital bpm = new Vital("BPM", 70.00f, 150.00f); Vital RespoRate = new Vital("RespoRate", 30.00f, 95.00f); Vital Spo2 = new Vital("Spo2", 90.00f, 101.00f); dict.Add("BPM", bpm); dict.Add("RESPORATE", RespoRate); dict.Add("SPO2", Spo2); }
public void SetVitalAndEffectAt(int index, Vital v, int effect) { SetVitalAt(index, v); SetEffectAt(index, effect); }
public static void SaveVitals( Vital[] vital ) { for( int cnt = 0; cnt < vital.Length; cnt++ ) SaveVital( (VitalName)cnt, vital[cnt] ); }
public void SetVitalAt(int index, Vital vital) { if (index < _vital.Length && index > -1) _vital[index] = vital; }
public Consumable(Vital[] v, int[] a, float b) { _vital = v; _amountToHeal = a; _buffTime = b; }
private void SetupVitals() { for(int x = 0; x < _vitals.Length; x++) { _vitals[x] = new Vital(); } SetupVitalModifiers(); }
public Head (Vital brain) : base (null) { this.Organs = new Vital[] { brain }; }
/* //This method is called when the gameObject is enabled public void OnEnable () { if(_isPlayerHealthBar) Messenger<int, int>.AddListener("player health update", OnChangeHealthBarSize); else { ToggleDisplay(false); Messenger<int, int>.AddListener("enemy health update", OnChangeHealthBarSize); Messenger<bool>.AddListener("show enemy vitalbars", ToggleDisplay); } } //This method is called when the gameObject is disabled public void OnDisable () { if (_isPlayerHealthBar) Messenger<int, int>.RemoveListener("player health update", OnChangeHealthBarSize); else { Messenger<int, int>.RemoveListener("enemy health update", OnChangeHealthBarSize); Messenger<bool>.RemoveListener("show enemy vitalbars", ToggleDisplay); } }*/ void UpdateBar(Vital v) { // Debug.LogError("UpdateBar: " + v.CurValue); _curBarLength = (v.CurValue / v.MaxValue) * _maxBarLength; //this calculates the current bar length based on player's health % _display.pixelInset = CalculatePosition(); }
private void SetupVitals() { for(int cnt = 0; cnt < _vital.Length; cnt++) { _vital[cnt] = new Vital(); } }
public Structural(Vital[] organs, Functional[] attached) { this.Organs = organs; this.Attached = attached; }
public void AddVital(Vital vital) { if (vitals == null) vitals = new List<Vital>(); vitals.Add(vital); }
public Body(Vital[] internalOrgans, params Functional[] attachedOrgans) : base (internalOrgans, attachedOrgans) { }
private void SetupVitals() { for(int i = 0; i < _vitals.Length; i++){ _vitals[i] = new Vital(); } SetupVitalModifiers(); }
//iterate though all of the characters vitals and set them up for use private void SetupVitals() { for (int x = 0; x < vitals.Length; x++) { vitals[x] = new Vital(); vitals[x].Name = ((Vital.VitalNames)x).ToString(); vitals[x].Description = vitals[x].vitalDescriptions[x]; } }
public Consumable(Vital[] v, int[] a, float buffTime) { _vitals = v; _effectAmount = a; _buffTime = buffTime; }
public static Vital[] LoadVitals() { Vital[] vital = new Vital[Enum.GetValues(typeof(VitalName)).Length]; for(int cnt = 0; cnt < vital.Length; cnt++) vital[cnt] = LoadVital( (VitalName)cnt ); return vital; }
public void SetVitalAndHealAt(int index, Vital vital, int heal) { SetVitalAt(index, vital); SetHealAt(index, heal); }
public void SetVitalAt(int index, Vital v) { if(index < _vitals.Length && index > -1) _vitals[index] = v; }
public static void SaveVital( VitalName name, Vital vital ) { PlayerPrefs.SetInt(((VitalName)name).ToString() + BASE_VALUE, vital.BaseValue); PlayerPrefs.SetInt(((VitalName)name).ToString() + EXP_TO_LEVEL, vital.ExpToLevel); PlayerPrefs.SetInt(((VitalName)name).ToString() + CUR_VALUE, vital.CurValue); }
private void SetVitals() { for (int cnt = 0; cnt < Vitals.Length; cnt++) { Vitals[cnt] = new Vital(); } SetupVitalModifiers(); }