本文整理汇总了C#中Action.setImmediateAction方法的典型用法代码示例。如果您正苦于以下问题:C# Action.setImmediateAction方法的具体用法?C# Action.setImmediateAction怎么用?C# Action.setImmediateAction使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Action
的用法示例。
在下文中一共展示了Action.setImmediateAction方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OrcBarbarian
public static void OrcBarbarian(Character c, Action a)
{
//non player character
c.setExpGive(300);
c.setFriendly(false);
c.setTalk(new Talk("hello", false, 0));
//character
c.setRace(EnumList.Race.Orc);
c.setAlignment(EnumList.Alignment.Evil);
c.setAffiliation(EnumList.Affiliation.RaGrobash);
c.setTitle(EnumList.Title.None);
c.setCharacterClass1(EnumList.CharacterClass.Barbarian);
c.setCharacterClass2(EnumList.CharacterClass.None);
c.setPrestigeClass(EnumList.CharacterClass.None);
//entity
c.setName("Orc Barbarian");
c.setLevel1(4);
c.setLevel2(0);
c.setPrestigeLevel(0);
c.setTotalLevel(4);
c.setStrength(20);
c.setDexterity(12);
c.setConstitution(16);
c.setIntelligence(6);
c.setWisdom(7);
c.setCharisma(9);
c.setInitiativeBonus(2);
c.setHostile(false);
c.setInitSet(false);
c.setTurn(false);
c.setDone(false);
c.setInitiative(0);
int[] basicAttackBonus = {4, 0, 0, 0};
c.setBasicAttackBonus(basicAttackBonus);
c.setFortitude(2);
c.setReflex(2);
c.setWill(0);
c.setSkillPoints(0);
c.setInventory(new Inventory(new Equipment()));
c.setStatus(EnumList.Status.Normal);
//attackable
c.setCurrentHealth(14);
c.setMaxHealth(14);
c.setArmorClass(1);
//action
a.setStandardAction(1);
a.setMoveAction(1);
a.setFreeAction(1);
a.setSwiftAction(1);
a.setImmediateAction(1);
a.setAoo(1);
a.setCurrentSpeed(60);
a.setMaxSpeed(60);
}
示例2: LoadToCharacter
public void LoadToCharacter(Character c, Action a)
{
//controlled
c.setScene(scene);
c.setSlot(slot);
c.setWorld(world);
c.setLevelUpsAvailable(levelUpsAvailable);
c.setExperience(experience);
c.setHitDie(hitDie);
//!controlled
c.setExpGive(expGive);
c.setFriendly(friendly);
c.setTalk(talk);
//character
c.setRace(race);
c.setAlignment(alignment);
c.setAffiliation(affiliation);
c.setProfession(profession);
c.setTitle(title);
c.setCharacterClass1(characterClass1);
c.setCharacterClass2(characterClass2);
c.setPrestigeClass(prestigeClass);
c.setControlled(controlled);
//entity
c.setName(name);
c.setLevel1(level1);
c.setLevel2(level2);
c.setPrestigeLevel(prestigeLevel);
c.setTotalLevel(totalLevel);
c.setStrength(strength);
c.setDexterity(dexterity);
c.setConstitution(constitution);
c.setIntelligence(intelligence);
c.setWisdom(wisdom);
c.setCharisma(charisma);
c.setInitiativeBonus(initiativeBonus);
c.setHostile(hostile);
c.setInitSet(initSet);
c.setTurn(turn);
c.setDone(done);
c.setInitiative(initiative);
c.setBasicAttackBonus(basicAttackBonus);
c.setFortitude(fortitude);
c.setReflex(reflex);
c.setWill(will);
c.setSkill(skill);
c.setFeat(feat);
c.setSkillPoints(skillPoints);
c.setFeatPoints(featPoints);
c.setClassSkill(classSkill);
c.setLocation(xLocation, yLocation);
c.setDirection(xDirection, yDirection);
c.setInventory(inventory);
c.setStatus(status);
//attackable
c.setCurrentHealth(currentHealth);
c.setMaxHealth(maxHealth);
c.setArmorClass(armorClass);
c.setPrefabName(prefabName);
//action
a.setStandardAction(standardAction);
a.setMoveAction(moveAction);
a.setFreeAction(freeAction);
a.setSwiftAction(swiftAction);
a.setImmediateAction(immediateAction);
a.setAoo(aoo);
a.setCurrentSpeed(currentSpeed);
a.setMaxSpeed(maxSpeed);
a.setMoveLock(moveLock);
a.setAooProvoked(aooProvoked);
a.setEnd(xEnd, yEnd);
a.setDir(xDir, yDir);
}
示例3: LoadToAction
public void LoadToAction(Action a)
{
a.setStandardAction(standardAction);
a.setMoveAction(moveAction);
a.setFreeAction(freeAction);
a.setSwiftAction(swiftAction);
a.setImmediateAction(immediateAction);
a.setAoo(aoo);
a.setCurrentSpeed(currentSpeed);
a.setMaxSpeed(maxSpeed);
a.setMoveLock(moveLock);
a.setAooProvoked(aooProvoked);
a.setEnd(xEnd, yEnd);
a.setDir(xDir, yDir);
}
示例4: Update
private void Update()
{
if(!off) {
switch(state) {
case State.Free:
FreeTime.on = true;
if(getPause()) {
formerState = State.Free;
state = State.Pause;
}
fighterList.Clear();
fighterQ.Clear();
fightBegan = false;
if(inCombat()) {
state = State.Initiative;
}
break;
case State.Initiative:
FreeTime.on = false;
if(getPause()) {
formerState = State.Initiative;
state = State.Pause;
}
if(!inCombat()) {
state = State.Free;
}
foreach(GameObject c in characterList) {
try {
e = c.GetComponent<Entity>();
} catch (Exception exception) {
//
}
if(e.getHostile()) {
c.GetComponent<Action>().setMoveLock(true);
if(!e.getInitSet()) {
int init = Random.Range(1,21)+e.dexterityModifier()+e.getInitiativeBonus();
e.setInitiative(init);
e.setInitSet(true);
fighterList.Add(c);
if(fightBegan) {
fighterQ.Enqueue(c);
}
}
}
}
listCount = fighterList.Count;
fighterList.Sort(delegate(GameObject a, GameObject b) {
return (a.GetComponent<Entity>().getInitiative()).CompareTo(b.GetComponent<Entity>().getInitiative());
});
fighterList.Reverse();
foreach(GameObject f in fighterList) {
if(!fightBegan) {
fighterQ.Enqueue(f);
}
}
state = State.TurnSetup;
break;
case State.TurnSetup:
FreeTime.on = false;
if(getPause()) {
formerState = State.TurnSetup;
state = State.Pause;
}
/* if(!inCombat()) {
state = State.Free;
} */
if(getUninit()) {
state = State.Initiative;
}
getFighter();
a = fighter.GetComponent<Action>();
a.setMoveLock(false);
a.maximizeSpeed();
a.resetActions();
a.setImmediateAction(1);
e = fighter.GetComponent<Entity>();
e.setTurn(true);
e.setDone(false);
state = State.Turn;
break;
case State.Turn:
FreeTime.on = false;
fightBegan = true;
if(getPause()) {
formerState = State.Turn;
state = State.Pause;
}
if(!inCombat()) {
state = State.Free;
}
if(getUninit()) {
goToInit = true;
}
e = fighter.GetComponent<Entity>();
a = fighter.GetComponent<Action>();
a.setMoveLock(false);
if(e.getDone()) {
e.setTurn(false);
a.setMoveLock(true);
if(goToInit) {
//.........这里部分代码省略.........