示例#1
0
    /// <summary>
    /// Loads spell entries from provided file into provided dictionary
    /// </summary>
    /// <param id="dict">Dictionary the entries will be loaded into</param>
    /// <param id="xmlFile">File the entries are loaded from</param>
    public static void LoadEffects(SortedDictionary<string, EffectDb> dict, XDocument xmlFile, Dictionary<string, SpellEntry> code)
    {
      var effectsXml = xmlFile.Descendants("Effect");
      foreach (var effectXml in effectsXml)
      {
        EffectDb effectEntry = new EffectDb();
        foreach (XNode en in effectXml.Nodes())
        {
          XElement e = en as XElement;
          if (e == null) continue;

          switch (e.Name.LocalName.ToLower())
          {
            case "id": effectEntry.Id = e.Value; break;
            case "name": effectEntry.Name = e.Value; break;
            case "tier": effectEntry.Tier = int.Parse(e.Value); break;
            case "texture":
              if (!UI.Instance.HaveTexture(e.Value))
              {
                throw new Exception("Entry: " + effectEntry.Id + " - texture " + e.Value + " not found");
              }
              effectEntry.Texture = UI.Instance.GetTexture(e.Value);
              break;
            case "spellcodeid":
              SpellEntry spellEntry;
              if (!code.TryGetValue(e.Value, out spellEntry))
              {
                throw new Exception("Entry: " + effectEntry.Id + " - spell code " + e.Value + " not found");
              }
              effectEntry.Spell = spellEntry;
              break;
            case "duration": effectEntry.Duration = int.Parse(e.Value); break;
            case "speed": effectEntry.Speed = int.Parse(e.Value); break;
            case "castrange": effectEntry.CastRange = int.Parse(e.Value); break;
            case "autorepeat": effectEntry.AutoRepeat = bool.Parse(e.Value); break;
            case "cooldown": effectEntry.Cooldown = int.Parse(e.Value); break;
            case "unlockedby": effectEntry.UnlockedByUR = e.Value; break;
          }
        }
        dict.Add(effectEntry.Id, effectEntry);
      }
    }
示例#2
0
 /// <summary>
 /// Constructor for scripted GameEffect
 /// </summary>
 /// <param id="effect">The effect database entry</param>
 /// <param id="caster">The caster of the spell</param>
 /// <param id="target">Target game entity for the effect</param>
 public GameEffect(EffectDb effect, IScriptUnit caster, IScriptGameEntity target)
 {
   this.targetEntity = target;
   this.Entry = effect;
   this.caster = caster;
   LocalData = new List<object>();
   Active = true;
   Time = 0;
   Graphical = false;
   GraphicalOverlay = false;
 }