本文整理汇总了C#中DefenceType类的典型用法代码示例。如果您正苦于以下问题:C# DefenceType类的具体用法?C# DefenceType怎么用?C# DefenceType使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
DefenceType类属于命名空间,在下文中一共展示了DefenceType类的15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: Attacked
// Pet attacking trainer.
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
byte _masterLevel = attacker.Master.Level; // max 256
byte _masterMaxMC = attacker.Master.MaxMC; // max 256
int _total = (_masterLevel * 10) + _masterMaxMC;
switch (type)
{
case DefenceType.ACAgility:
attacker.Master.ReceiveChat(damage + " AC Agility Damage inflicted on the trainer by your pet.", ChatType.Trainer);
break;
case DefenceType.AC:
attacker.Master.ReceiveChat(damage + " AC Damage inflicted on the trainer by your pet.", ChatType.Trainer);
break;
case DefenceType.MACAgility:
attacker.Master.ReceiveChat(damage + " MAC Agility Damage inflicted on the trainer by your pet.", ChatType.Trainer);
break;
case DefenceType.MAC:
attacker.Master.ReceiveChat(damage + " MAC Damage inflicted on the trainer by your pet.", ChatType.Trainer);
break;
case DefenceType.Agility:
attacker.Master.ReceiveChat(damage + " Agility Damage inflicted on the trainer by your pet.", ChatType.Trainer);
break;
}
attacker.PetExp((uint)_total);
return 1;
}
示例2: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
if (DragonLink)
{
if (Envir.DragonSystem.LinkedMonster != null)
{
MonsterObject ob = Envir.DragonSystem.LinkedMonster;
if (attacker.Info.AI == 6)
EXPOwner = null;
else if (attacker.Master != null)
{
if (!Functions.InRange(attacker.CurrentLocation, attacker.Master.CurrentLocation, Globals.DataRange))
ob.EXPOwner = null;
else
{
if (ob.EXPOwner == null || ob.EXPOwner.Dead)
ob.EXPOwner = attacker.Master;
if (ob.EXPOwner == attacker.Master)
ob.EXPOwnerTime = Envir.Time + EXPOwnerDelay;
}
}
}
Envir.DragonSystem.GainExp(Envir.Random.Next(1, 50));
return 1;
}
return 0;
}
示例3: Attacked
// Player attacking trainer.
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = false)
{
if (attacker == null) return 0;
if (_currentAttacker != null && _currentAttacker != attacker)
{
OutputAverage();
ResetStats();
}
damage += attacker.AttackBonus;
_currentAttacker = attacker;
_hitCount++;
_totalDamage += damage;
_lastAttackTime = Envir.Time;
switch (type)
{
case DefenceType.ACAgility:
attacker.ReceiveChat(damage + " Physical Agility Damage inflicted on the trainer.", ChatType.Trainer);
break;
case DefenceType.AC:
attacker.ReceiveChat(damage + " Physical Damage inflicted on the trainer.", ChatType.Trainer);
break;
case DefenceType.MACAgility:
attacker.ReceiveChat(damage + " Magic Agility Damage inflicted on the trainer.", ChatType.Trainer);
break;
case DefenceType.MAC:
attacker.ReceiveChat(damage + " Magic Damage inflicted on the trainer.", ChatType.Trainer);
break;
case DefenceType.Agility:
attacker.ReceiveChat(damage + " Agility Damage inflicted on the trainer.", ChatType.Trainer);
break;
}
return 1;
}
示例4: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
int currentMoveDistance = 0;
Point target = Functions.PointMove(CurrentLocation, attacker.Direction, _ballMoveDistance);
MirDirection dir = Functions.DirectionFromPoint(CurrentLocation, target);
while (currentMoveDistance < _ballMoveDistance)
{
Point location = Functions.PointMove(CurrentLocation, dir, 1);
if (location.X < 0 || location.Y < 0 || location.X >= CurrentMap.Width || location.Y >= CurrentMap.Height) break;
currentMoveDistance++;
if (!CurrentMap.GetCell(location).Valid)
{
dir = Functions.ReverseDirection(dir);
continue;
}
Walk(dir);
MoveTime = 0;
ActionTime = 0;
}
return 0;
}
示例5: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
CheckDirection();
if (!Conquest.WarIsOn) damage = 0;
return base.Attacked(attacker, damage, type);
}
示例6: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (ChildRock) ParentRock.FirstAttack = false;
if (!ChildRock && FirstAttack == true)
{
Die();
return 0;
}
return base.Attacked(attacker, damage, type, damageWeapon);
}
示例7: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
int armour = 0;
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
if (armour >= damage) return 0;
ShockTime = 0;
for (int i = PoisonList.Count - 1; i >= 0; i--)
{
if (PoisonList[i].PType != PoisonType.LRParalysis) continue;
PoisonList.RemoveAt(i);
OperateTime = 0;
}
if (attacker.Info.AI == 6)
EXPOwner = null;
else if (attacker.Master != null)
{
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker.Master;
if (EXPOwner == attacker.Master)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
}
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
ChangeHP(-1);
return 1;
}
示例8: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
MirDirection newDirection = (MirDirection)(3 - GetDamageLevel());
if (newDirection != Direction)
{
Direction = newDirection;
Broadcast(new S.ObjectTurn { ObjectID = ObjectID, Direction = Direction, Location = CurrentLocation });
}
return base.Attacked(attacker, damage, type, damageWeapon);
}
示例9: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
int armour = 0;
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetDefencePower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetDefencePower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
armour = GetDefencePower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetDefencePower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy) return 0;
break;
}
if (armour >= damage) return 0;
ShockTime = 0;
if (attacker.Info.AI == 6)
EXPOwner = null;
else if (attacker.Master != null)
{
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker.Master;
if (EXPOwner == attacker.Master)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
}
Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });
ChangeHP(-1);
return 1;
}
示例10: Start
//TODO: Place for model data.
void Start()
{
Material Red = (Material)Resources.Load("Temp/Materials/Redfish_MT");
Material Blue = (Material)Resources.Load("Temp/Materials/Purpfish_MT");
Material Green = (Material)Resources.Load("Temp/Materials/Goldfish_MT");
//TODO: Load Model Data
//TODO: Calculate complexity
species = GenUtil.species(Random.Range(1,40),complexity:75, targets: Targets.Smaller);
//Debug.Log (species);
//Unpack species string
string[] temp = species.Split(new char[] {' '});
speciesName = temp[0];
Diet = (DietType)System.Enum.Parse(typeof(DietType),temp[1]);
dimensions.x = float.Parse(temp[2]);
dimensions.y = float.Parse(temp[3]);
dimensions.z = float.Parse(temp[4]);
AttType = (AttackType)System.Enum.Parse(typeof(AttackType),temp[5]);
DefType = (DefenceType)System.Enum.Parse(typeof(DefenceType),temp[6]);
MovType = (MovementType)System.Enum.Parse(typeof(MovementType),temp[7]);
targets = (Targets)System.Enum.Parse(typeof(Targets),temp[8]);
speed = float.Parse(temp[9]);
if(temp.Length > 10){
for(int i = 10;i<temp.Length;i++){
gameObject.AddComponent(temp[i]);
}
}
size = (dimensions.x+dimensions.y+dimensions.z)/3;
//Switch Color based on Diet
switch(Diet){
case DietType.Omnivore:
renderer.material = Blue;
break;
case DietType.Herbivore:
renderer.material = Green;
break;
case DietType.Carnivore:
renderer.material = Red;
break;
}
}
示例11: Attacked
// Player attacking trainer.
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = false)
{
if (attacker == null) return 0;
if (_currentAttacker != null && _currentAttacker != attacker)
{
OutputAverage();
ResetStats();
}
damage += attacker.AttackBonus;
int armour = 0;
//deal with trainers defense
switch (type)
{
case DefenceType.AC:
case DefenceType.ACAgility:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MAC:
case DefenceType.MACAgility:
armour = GetAttackPower(MinMAC, MaxMAC);
break;
}
if (armour >= damage)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
damage -= armour;
if (_currentAttacker == null)
_StartTime = Envir.Time;
_currentAttacker = attacker;
_hitCount++;
_totalDamage += damage;
_lastAttackTime = Envir.Time;
ReportDamage(damage, type, false);
return 1;
}
示例12: Struck
public override int Struck(int damage, DefenceType type = DefenceType.ACAgility)
{
return 0;
}
示例13: Attacked
public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
{
return 0;
}
示例14: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (type != DefenceType.Repulsion) return 0;
return base.Attacked(attacker, damage, type, damageWeapon);
}
示例15: Attacked
public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
{
if (Target == null && attacker.IsAttackTarget(this))
{
Target = attacker;
}
int armour = 0;
switch (type)
{
case DefenceType.ACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.AC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.MACAgility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
armour = GetAttackPower(MinMAC, MaxMAC);
break;
case DefenceType.MAC:
armour = GetAttackPower(MinAC, MaxAC);
break;
case DefenceType.Agility:
if (Envir.Random.Next(Agility + 1) > attacker.Accuracy)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
break;
}
armour = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(armour * ArmourRate))));
damage = (int)Math.Max(int.MinValue, (Math.Min(int.MaxValue, (decimal)(damage * DamageRate))));
if (damageWeapon)
attacker.DamageWeapon();
damage += attacker.AttackBonus;
if ((attacker.CriticalRate * Settings.CriticalRateWeight) > Envir.Random.Next(100))
{
Broadcast(new S.ObjectEffect { ObjectID = ObjectID, Effect = SpellEffect.Critical});
damage = Math.Min(int.MaxValue, damage + (int)Math.Floor(damage * (((double)attacker.CriticalDamage / (double)Settings.CriticalDamageWeight) * 10)));
}
if (armour >= damage)
{
BroadcastDamageIndicator(DamageType.Miss);
return 0;
}
if (attacker.LifeOnHit > 0)
attacker.ChangeHP(attacker.LifeOnHit);
if (Target != this && attacker.IsAttackTarget(this))
{
if (attacker.Info.MentalState == 2)
{
if (Functions.MaxDistance(CurrentLocation, attacker.CurrentLocation) < (8 - attacker.Info.MentalStateLvl))
Target = attacker;
}
else
Target = attacker;
}
if (BindingShotCenter) ReleaseBindingShot();
ShockTime = 0;
if (Master != null && Master != attacker)
if (Envir.Time > Master.BrownTime && Master.PKPoints < 200)
attacker.BrownTime = Envir.Time + Settings.Minute;
if (EXPOwner == null || EXPOwner.Dead)
EXPOwner = attacker;
if (EXPOwner == attacker)
EXPOwnerTime = Envir.Time + EXPOwnerDelay;
ushort LevelOffset = (ushort)(Level > attacker.Level ? 0 : Math.Min(10, attacker.Level - Level));
if (attacker.HasParalysisRing && type != DefenceType.MAC && type != DefenceType.MACAgility && 1 == Envir.Random.Next(1, 15))
{
ApplyPoison(new Poison { PType = PoisonType.Paralysis, Duration = 5, TickSpeed = 1000 }, attacker);
}
if (attacker.Freezing > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)
{
if ((Envir.Random.Next(Settings.FreezingAttackWeight) < attacker.Freezing) && (Envir.Random.Next(LevelOffset) == 0))
ApplyPoison(new Poison { PType = PoisonType.Slow, Duration = Math.Min(10, (3 + Envir.Random.Next(attacker.Freezing))), TickSpeed = 1000 }, attacker);
}
//.........这里部分代码省略.........