示例#1
0
 public static double gamedistance(WorldMgr.spez_obj p1, WorldMgr.character._pos p2)
 {  // Nukei: for test with range checking on objects, maybe faster than only calculating distance
     if ((p1.xSec >= p2.xSec - 1) && (p1.xSec <= p2.xSec + 1) && (p1.ySec >= p2.ySec - 1) && (p1.ySec <= p2.ySec + 1))
     {
         return(gamedistance((float)p1.x, (float)p1.y, p2.x, p2.y));
     }
     else
     {
         return(99999999999999);
     }
 }
        // theese attributes are not serializable
        public void HandleSpecialBuff(int skillid)
        {
            try
            {
                string series = ObjData.Manager.SkillBase[skillid].Series.Remove(ObjData.Manager.SkillBase[skillid].Series.Length - 2);
                switch (series)
                {
                    case "SKILL_OP_HARMONY":
                    case "SKILL_CH_WATER_HARMONY":

                        WorldMgr.spez_obj so = new WorldMgr.spez_obj();

                        so.Name = series;
                        so.ID = skillid;
                        so.spezType = 0x850;
                        so.Radius = ObjData.Manager.SkillBase[skillid].Distance / 10;
                        so.Ids = new GenerateUniqueID(GenerateUniqueID.IDS.Object);
                        so.UniqueID = so.Ids.GetUniqueID;

                        so.xSec = Character.Position.xSec;
                        so.ySec = Character.Position.ySec;
                        so.x = Character.Position.x;
                        so.z = Character.Position.z;
                        so.y = Character.Position.y;

                        Helpers.Manager.SpecialObjects.Add(so);
                        so.SpawnMe(ObjData.Manager.SkillBase[skillid].Properties1["dura"]);

                        break;
                }
            }
            catch (Exception ex)
            {
                Log.Exception(ex);
            }
        }