示例#1
0
        public Spell(Champion owner, string spellName, byte slot)
        {
            this.Owner            = owner;
            this._spellName       = spellName;
            this.Slot             = slot;
            this.Level            = 0;
            this.Flags            = 0;
            this.ProjectileFlags  = 0;
            this.CastTime         = 0.0f;
            this.ProjectileSpeed  = 2000.0f;
            this._currentCastTime = 0.0f;
            NoCooldown            = _game.Config.CooldownsDisabled;
            NoManacost            = _game.Config.ManaCostsDisabled;

            Inibin inibin;

            _scriptEngine = new LuaScriptEngine();

            LoadLua(_scriptEngine);

            if (slot > 3)
            {
                if (!_rafManager.readInibin("DATA/Spells/" + spellName + ".inibin", out inibin))
                {
                    return;
                }

                // Generate cooldown values for each level of the spell
                for (var i = 0; i < cooldown.Length; ++i)
                {
                    cooldown[i] = inibin.GetValue <float>("SpellData", "Cooldown");
                }

                return;
            }

            if (!_rafManager.readInibin("DATA/Spells/" + spellName + ".inibin", out inibin))
            {
                if (!_rafManager.readInibin("DATA/Characters/" + owner.Model + "/Spells/" + spellName + ".inibin", out inibin))
                {
                    if (!_rafManager.readInibin("DATA/Characters/" + owner.Model + "/" + spellName + ".inibin", out inibin))
                    {
                        _logger.LogCoreError("Couldn't find spell stats for " + spellName);
                        return;
                    }
                }
            }

            // Generate cooldown values for each level of the spell
            for (var i = 0; i < cooldown.Length; ++i)
            {
                cooldown[i] = inibin.GetValue <float>("SpellData", "Cooldown" + (i + 1));
            }

            for (var i = 0; i < cost.Length; ++i)
            {
                cost[i] = inibin.GetValue <float>("SpellData", "ManaCost" + (i + 1));
            }

            for (var i = 0; i < _castRange.Length; ++i)
            {
                _castRange[i] = inibin.GetValue <float>("SpellData", "CastRange" + (i + 1));
            }

            CastTime = ((1.0f + inibin.GetValue <float>("SpellData", "DelayCastOffsetPercent"))) / 2.0f;

            Flags           = inibin.GetValue <int>("SpellData", "Flags");
            ProjectileSpeed = inibin.GetValue <float>("SpellData", "MissileSpeed");
            for (var i = 0; true; i++)
            {
                if (inibin.GetValue <object>("SpellData", "Coefficient" + i) == null)
                {
                    break;
                }

                var coeffValue = inibin.GetValue <float>("SpellData", "Coefficient" + i);
                Coefficient[i] = coeffValue;
                i++;
            }
            LineWidth     = inibin.GetValue <float>("SpellData", "LineWidth");
            hitEffectName = inibin.GetValue <string>("SpellData", "HitEffectName");

            for (var i = 0; true; i++)
            {
                string key = "Effect" + (0 + i) + "Level0Amount";
                if (inibin.GetValue <object>("SpellData", key) == null)
                {
                    break;
                }


                List <float> effectValues = new List <float>();
                for (var j = 0; j < 6; ++j)
                {
                    key = "Effect" + (0 + i) + "Level" + (0 + j) + "Amount";
                    effectValues.Add(inibin.GetValue <float>("SpellData", key));
                }

                effects.Add(effectValues);
                ++i;
            }

            _targetType = (float)Math.Floor(inibin.GetValue <float>("SpellData", "TargettingType") + 0.5f);


            // This is starting to get ugly. How many more names / paths to go ?
            if (!_rafManager.readInibin("DATA/Spells/" + spellName + "Missile.inibin", out inibin))
            {
                if (!_rafManager.readInibin("DATA/Spells/" + spellName + "Mis.inibin", out inibin))
                {
                    if (!_rafManager.readInibin("DATA/Characters/" + owner.Model + "/Spells/" + spellName + "Missile.inibin", out inibin))
                    {
                        if (!_rafManager.readInibin("DATA/Characters/" + owner.Model + "/" + spellName + "Missile.inibin", out inibin))
                        {
                            if (!_rafManager.readInibin("DATA/Characters/" + owner.Model + "/Spells/" + spellName + "Mis.inibin", out inibin))
                            {
                                if (!_rafManager.readInibin("DATA/Characters/" + owner.Model + "/" + spellName + "Mis.inibin", out inibin))
                                {
                                    return;
                                }
                            }
                        }
                    }
                }
            }

            hitEffectName   = inibin.GetValue <string>("SpellData", "HitEffectName");
            ProjectileSpeed = inibin.GetValue <float>("SpellData", "MissileSpeed");
            ProjectileFlags = inibin.GetValue <int>("SpellData", "Flags");
            ReloadLua();
        }