示例#1
0
        //这其实只是boss的一个零件,不需要主动行动,只要挨打就行了,挨打掉的是本体的血.允许被AOE伤害
        //target分为弱点和普通两种部件.普通部件只会受到1/4伤害(aoe损失)
        //弱点会受到全额单体伤害,弱点被神杖点了会被点爆,并造成500点直接伤害.
        public Boss(Scene scene, Pos location, BossCollection bossCollection) : base(scene)
        {
            this.bossCollection = bossCollection;
            hp      = Hp; hpMax = HpMax;
            faction = Target.Faction.Enemy;
            //自定义pic 颜色 hp获取母类的hp 只有behit 没有攻击 外部定义location
            name        = "BUG之神";
            colorActive = ConsoleColor.White;

            belongsTo = Target.BelongsTo.Boss;

            this.location = location;
            scene.blocks[location.x, location.y].target = this;
            //好像没别的属性了
        }
示例#2
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        public EnvironmentController(Scene scene)
        {
            this.scene = scene;
            world      = new Target(scene);
            world.name = "神之手";

            bossCollection = new BossCollection(scene);
            bossCollection.Init();

            ItemPos = new List <Pos>();

            if (scene.gameMode == Scene.GameMode.miuti)
            {
                ItemPos = MiutiModeItemPos;
            }

            //固定6个刷怪点 困难会极大增加刷新速度
            spawnEnemyPos.Add(new Pos(1, 9));
            spawnEnemyPos.Add(new Pos(1, 13));
            spawnEnemyPos.Add(new Pos(12, 1));
            spawnEnemyPos.Add(new Pos(12, 22));
            spawnEnemyPos.Add(new Pos(31, 17));
            spawnEnemyPos.Add(new Pos(31, 18));

            foreach (var v in spawnEnemyPos)
            {
                Block bb = BlockFactory.CreateSpawn();
                scene.blocks[v.x, v.y] = bb;
            }

            //Block b;
            //b = BlockFactory.CreateItem();
            //b.name = "聚能手套";
            //b.Pic = "➀";
            //scene.blocks[ItemPos[0].x, ItemPos[0].y] = b;

            //b = BlockFactory.CreateItem();
            //b.name = "聚能手套";
            //b.Pic = "➀";
            //scene.blocks[ItemPos[1].x, ItemPos[1].y] = b;

            //b = BlockFactory.CreateItem();
            //b.name = "强能手套";
            //b.Pic = "➁";
            //scene.blocks[ItemPos[2].x, ItemPos[2].y] = b;

            //b = BlockFactory.CreateItem();
            //b.name = "强能手套";
            //b.Pic = "➁";
            //scene.blocks[ItemPos[3].x, ItemPos[3].y] = b;

            //b = BlockFactory.CreateItem();
            //b.name = "神杖";
            //b.Pic = "⛏";
            //scene.blocks[ItemPos[4].x, ItemPos[4].y] = b;

            //b = BlockFactory.CreateItem();
            //b.name = "神杖";
            //b.Pic = "⛏";
            //scene.blocks[ItemPos[5].x, ItemPos[5].y] = b;

            //后两个门的位置
            scene.blocks[32, 17] = BlockFactory.CreateDoor();
            scene.blocks[32, 18] = BlockFactory.CreateDoor();
        }