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C# Floor.add_new_popup方法代码示例

本文整理汇总了C#中Floor.add_new_popup方法的典型用法代码示例。如果您正苦于以下问题:C# Floor.add_new_popup方法的具体用法?C# Floor.add_new_popup怎么用?C# Floor.add_new_popup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Floor的用法示例。


在下文中一共展示了Floor.add_new_popup方法的8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: Update_Monster

        public override void Update_Monster(Player pl, Floor fl)
        {
            heal_near_altar(fl);

            detect_player(pl, fl);

            has_moved = false;
            if (!stunned)
            {
                if (can_see_player)
                {
                    last_seen_player_loc = pl.get_my_grid_C();

                    if (sequence_cooldown == 0)
                    {
                        if (!bite_available && !volley_available)
                        {
                            bite_available = true;
                            volley_available = true;
                            bite_stage = 0;
                            volley_stage = 0;
                        }

                        if (bite_available && volley_available)
                        {
                            if (rGen.Next(2) == 0)
                            {
                                current_sequence = attack_sequence.Biting;
                                bite_available = false;
                            }
                            else
                            {
                                current_sequence = attack_sequence.Volley;
                                volley_available = false;
                            }
                            sequence_cooldown = 4;
                        }
                        else
                        {
                            if (!bite_available)
                            {
                                current_sequence = attack_sequence.Volley;
                                volley_available = false;
                            }
                            else
                            {
                                current_sequence = attack_sequence.Biting;
                                bite_available = false;
                            }
                            sequence_cooldown = 4;
                        }
                    }

                    switch (current_sequence)
                    {
                        case attack_sequence.None:
                            if(is_player_within(pl, 1))
                            {
                                fl.addmsg("The Boneyard slashes at you!");
                                Attack dmg = dealDamage();
                                fl.add_effect(dmg_type, pl.get_my_grid_C());
                                pl.take_damage(dmg, fl, "");
                                sequence_cooldown--;
                            }
                            else
                            {
                                advance_towards_single_point(pl.get_my_grid_C(), pl, fl, 1, corporeal);
                                if (!has_moved)
                                    fire_singletarget_bonespear(fl, pl.get_my_grid_C());
                                else
                                    sequence_cooldown--;
                            }
                            break;
                        case attack_sequence.Biting:
                            switch (bite_stage)
                            {
                                case 0:
                                    my_Texture = bitey_texture;
                                    fl.add_new_popup("Roars!", Popup.popup_msg_type.Alert, my_center_coordinate(), false, false);
                                    bloodspray(fl, pl);
                                    bite_stage++;
                                    break;
                                case 1:
                                    bite_alert(fl);
                                    bite_stage++;
                                    break;
                                case 2:
                                    //Bite goes off
                                    execute_bite(fl, pl);
                                    bite_stage = 0;
                                    my_Texture = normal_texture;
                                    current_sequence = attack_sequence.None;
                                    break;
                            }
                            break;
                        case attack_sequence.Volley:
                            switch (volley_stage)
                            {
                                case 0:
                                    //target player
//.........这里部分代码省略.........
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:101,代码来源:Boneyard.cs

示例2: take_aoe_damage

        public void take_aoe_damage(int min_dmg, int max_dmg, 
                                    Attack.Damage dmg_type, Floor fl)
        {
            List<Limb> target_limbs = new List<Limb>();
            List<Armor.Attack_Zone> target_zones = new List<Armor.Attack_Zone>();

            //Head and chest
            int hc_dodge_roll = rGen.Next(100);
            if (hc_dodge_roll < dodge_chance)
            {
                fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
                message_buffer.Add("You dodge the attack!");
            }
            else
            {

                int h_wnd = rGen.Next(min_dmg, max_dmg+1);
                Attack head_attack = new Attack(dmg_type, h_wnd);
                if (helm != null)
                    head_attack = helm.absorb_damage(head_attack, my_grid_coord,
                                                     ref rGen, ref message_buffer, ref fl);
                Head.add_injury(dmg_type, h_wnd);

                target_limbs.Add(Torso);
                target_zones.Add(Armor.Attack_Zone.Chest);
            }

            //R Arm / Leg
            int rs_dodge_roll = rGen.Next(100);
            if (rs_dodge_roll < dodge_chance)
            {
                fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
                message_buffer.Add("You dodge the attack!");
            }
            else
            {
                target_limbs.Add(R_Arm);
                target_zones.Add(Armor.Attack_Zone.R_Arm);
                target_limbs.Add(R_Leg);
                target_zones.Add(Armor.Attack_Zone.R_Leg);
            }

            //L Arm / Leg
            int ls_dodge_roll = rGen.Next(100);
            if (ls_dodge_roll < dodge_chance)
            {
                fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
                message_buffer.Add("You dodge the attack!");
            }
            else
            {
                target_limbs.Add(L_Arm);
                target_zones.Add(Armor.Attack_Zone.L_Arm);
                target_limbs.Add(L_Leg);
                target_zones.Add(Armor.Attack_Zone.L_Leg);
            }

            for (int i = 0; i < target_limbs.Count; i++)
            {
                Attack next_attack = new Attack(dmg_type, rGen.Next(min_dmg, max_dmg+1));
                int atk_dmg = next_attack.get_damage_amt();

                if (over_armor != null)
                    next_attack = over_armor.absorb_damage(next_attack, my_grid_coord, ref rGen, ref message_buffer, ref fl);
                if (under_armor != null)
                    next_attack = under_armor.absorb_damage(next_attack, my_grid_coord, ref rGen, ref message_buffer, ref fl);

                target_limbs[i].add_injury(next_attack.get_dmg_type(), next_attack.get_damage_amt());
                if (next_attack.get_damage_amt() > 0)
                    fl.add_new_popup("-" + next_attack.get_damage_amt() + " " + target_limbs[i].get_shortname(), Popup.popup_msg_type.Damage, my_grid_coord, next_attack.get_damage_amt() < atk_dmg, false, dmg_type);
                message_buffer.Add("Your " + target_limbs[i].get_longname() + " takes " + next_attack.get_damage_amt() + " wounds!");
            }

            handle_postdamage_calculations();

            if (my_class == Chara_Class.Warrior)
                c_energy += 12 + rGen.Next(18);
        }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:78,代码来源:Player.cs

示例3: take_damage

        public void take_damage(Attack atk, Floor fl, string specific_part)
        {
            //OKAY THIS IS GONNA BE COMPLICATED.
            //First, figure out where the attack is gonna hit. The breakdown is as follows:
            //head, 5%, chest = 25%, arm = 17%, leg = 18%
            int hit_location = rGen.Next(100);
            int overall_damage = atk.get_damage_amt();
            int armor_absorbed = 0;

            switch (specific_part)
            {
                case "Head":
                    hit_location = 0;
                    break;
                case "Chest":
                    hit_location = 76;
                    break;
                case "LArm":
                    hit_location = 23;
                    break;
                case "RArm":
                    hit_location = 6;
                    break;
                case "LLeg":
                    hit_location = 58;
                    break;
                case "RLeg":
                    hit_location = 40;
                    break;
            }

            int dodge_roll = rGen.Next(100);
            bool dodged = false;

            if (dodge_roll < dodge_chance)
            {
                dodged = true;
                fl.add_new_popup("Dodged!", Popup.popup_msg_type.Dodge, my_grid_coord, false, false);
                message_buffer.Add("You dodge the attack!");
            }

            if (!dodged)
            {
                bool head_shot = false;
                Limb target_limb = null;

                if (hit_location < 5 && !Head.is_disabled())
                {
                    head_shot = true;
                    target_limb = Head;
                }
                else if (hit_location >= 5 && hit_location < 22 && !R_Arm.is_disabled())
                    target_limb = R_Arm;
                else if (hit_location >= 22 && hit_location < 39 && !L_Arm.is_disabled())
                    target_limb = L_Arm;
                else if (hit_location >= 39 && hit_location < 57 && !R_Leg.is_disabled())
                    target_limb = R_Leg;
                else if (hit_location >= 57 && hit_location < 75 && !L_Leg.is_disabled())
                    target_limb = L_Leg;
                else
                    target_limb = Torso;

                if (!head_shot)
                {
                    if (over_armor != null)
                        atk = over_armor.absorb_damage(atk, my_grid_coord, ref rGen, ref message_buffer, ref fl);
                    if (under_armor != null)
                        atk = under_armor.absorb_damage(atk, my_grid_coord, ref rGen, ref message_buffer, ref fl);
                }
                else
                {
                    if (helm != null)
                        atk = helm.absorb_damage(atk, my_grid_coord, ref rGen, ref message_buffer, ref fl);
                }

                for (int i = 0; i < BuffDebuffTracker.Count; i++)
                {
                    if (BuffDebuffTracker[i].get_my_type() == Scroll.Status_Type.LesserMageArmor ||
                        BuffDebuffTracker[i].get_my_type() == Scroll.Status_Type.LesserSOF)
                        handle_armor_buffs(BuffDebuffTracker[i].get_my_type(), ref atk);
                }
                armor_absorbed = overall_damage - atk.get_damage_amt();

                int dmg = atk.get_damage_amt();
                target_limb.add_injury(atk.get_dmg_type(), dmg);
                if (dmg > 0)
                    fl.add_new_popup("-" + dmg + " " + target_limb.get_shortname(), Popup.popup_msg_type.Damage, my_grid_coord, armor_absorbed > 0, false, atk.get_dmg_type());
                message_buffer.Add("Your " + target_limb.get_longname() + " takes " + dmg + " wounds!");
            }

            handle_postdamage_calculations();

            if (my_class == Chara_Class.Warrior)
            {
                c_energy += 2 + rGen.Next(3);
                if (atk.is_armor_breaking_attack())
                    c_energy++;
            }

            if (!is_alive())
//.........这里部分代码省略.........
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:101,代码来源:Player.cs

示例4: loot

 //Green text. Function here.
 public void loot(Floor fl)
 {
     for (int i = 0; i < fl.show_me_the_money().Count; i++)
     {
         gridCoordinate moneyPos = fl.show_me_the_money()[i].get_my_grid_C();
         if (my_grid_coord.x == moneyPos.x && my_grid_coord.y == moneyPos.y)
         {
             int gold_val = fl.show_me_the_money()[i].my_quantity;
             add_gold(gold_val);
             message_buffer.Add("You loot " + gold_val + " gold!");
             fl.add_new_popup("+ " + gold_val + " gold!", Popup.popup_msg_type.Alert, my_grid_coord, false, false);
             fl.show_me_the_money().RemoveAt(i);
             break;
         }
     }
 }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:17,代码来源:Player.cs

示例5: ingest_potion

        public void ingest_potion(Potion pt, Floor fl, bool repair_over_armor)
        {
            double base_potency = (double)pt.potion_potency() * 1.6;
            if (my_character == Character.Ziktofel)
                base_potency *= 1.6;
            int potency = (int)Math.Ceiling(base_potency);

            bool done = false;
            Armor target_armor = null;

            int head_tally = 0;
            int chest_tally = 0;
            int rarm_tally = 0;
            int larm_tally = 0;
            int lleg_tally = 0;
            int rleg_tally = 0;

            if (pt.get_type() == Potion.Potion_Type.Health)
            {
                while (!done)
                {
                    int target_part = rGen.Next(6);
                    switch (target_part)
                    {
                        case 0:
                            if (!Head.is_uninjured())
                            {
                                Head.heal_via_potion(1);
                                head_tally++;
                                potency--;
                            }
                            break;
                        case 1:
                            if (!Torso.is_uninjured())
                            {
                                Torso.heal_via_potion(1);
                                chest_tally++;
                                potency--;
                            }
                            break;
                        case 2:
                            if (!R_Arm.is_uninjured())
                            {
                                R_Arm.heal_via_potion(1);
                                rarm_tally++;
                                potency--;
                            }
                            break;
                        case 3:
                            if (!L_Arm.is_uninjured())
                            {
                                L_Arm.heal_via_potion(1);
                                larm_tally++;
                                potency--;
                            }
                            break;
                        case 4:
                            if (!R_Leg.is_uninjured())
                            {
                                R_Leg.heal_via_potion(1);
                                rleg_tally++;
                                potency--;
                            }
                            break;
                        case 5:
                            if (!L_Leg.is_uninjured())
                            {
                                L_Leg.heal_via_potion(1);
                                lleg_tally++;
                                potency--;
                            }
                            break;
                    }

                    if (potency == 0)
                        done = true;

                    if (Head.is_uninjured() && Torso.is_uninjured() &&
                        L_Arm.is_uninjured() && L_Leg.is_uninjured() &&
                        R_Arm.is_uninjured() && R_Leg.is_uninjured())
                        done = true;
                }

                //display messages of how many wounds were healed for the player.
                if (head_tally > 0)
                    fl.add_new_popup("+" + head_tally + " Head", Popup.popup_msg_type.Healing, my_grid_coord, false, false);
                if (chest_tally > 0)
                    fl.add_new_popup("+" + chest_tally + " Chest", Popup.popup_msg_type.Healing, my_grid_coord, false, false);
                if (larm_tally > 0)
                    fl.add_new_popup("+" + larm_tally + " LArm", Popup.popup_msg_type.Healing, my_grid_coord, false, false);
                if (rarm_tally > 0)
                    fl.add_new_popup("+" + rarm_tally + " RArm", Popup.popup_msg_type.Healing, my_grid_coord, false, false);
                if (lleg_tally > 0)
                    fl.add_new_popup("+" + lleg_tally + " LLeg", Popup.popup_msg_type.Healing, my_grid_coord, false, false);
                if (rleg_tally > 0)
                    fl.add_new_popup("+" + rleg_tally + " RLeg", Popup.popup_msg_type.Healing, my_grid_coord, false, false);
            }

            calculate_dodge_chance();
            update_pdoll();
//.........这里部分代码省略.........
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:101,代码来源:Player.cs

示例6: heal_via_potion

        public void heal_via_potion(Potion pt, string bodypart, bool repair_over_armor, Floor fl)
        {
            double potion_potency = (double)pt.potion_potency();
            if (my_character == Character.Ziktofel)
                potion_potency = Math.Ceiling((double)pt.potion_potency() * 1.6);
            int heal_value = (int)potion_potency;

            if (pt.get_type() == Potion.Potion_Type.Health)
            {
                Limb target_limb = null;
                switch (bodypart)
                {
                    case "Head":
                        target_limb = Head;
                        break;
                    case "Chest":
                        target_limb = Torso;
                        break;
                    case "LArm":
                        target_limb = L_Arm;
                        break;
                    case "RArm":
                        target_limb = R_Arm;
                        break;
                    case "LLeg":
                        target_limb = L_Leg;
                        break;
                    case "RLeg":
                        target_limb = R_Leg;
                        break;
                }

                target_limb.heal_via_potion(heal_value);
                fl.add_new_popup("+" + heal_value + " " + target_limb.get_shortname(), Popup.popup_msg_type.Healing, my_grid_coord, false, false);
            }

            calculate_dodge_chance();
            update_pdoll();
            pt.drink();
        }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:40,代码来源:Player.cs

示例7: heal_random_part

        public void heal_random_part(int potency, Floor fl)
        {
            List<Limb> parts = new List<Limb> { Head, Torso, R_Arm, R_Leg, L_Arm, L_Leg };
            Limb target_limb = parts[rGen.Next(parts.Count)];

            target_limb.heal_via_potion(potency);
            fl.add_new_popup("+" + potency + " " + target_limb.get_shortname(), Popup.popup_msg_type.Healing, my_grid_coord, false, false);
            calculate_dodge_chance();
            update_pdoll();
        }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:10,代码来源:Player.cs

示例8: damage_random_part

        //this is used for hemorrhage.
        public void damage_random_part(int dmg, Attack.Damage dmgTyp, Floor fl)
        {
            int chosen_part = rGen.Next(6);
            Limb target_part = null;
            switch (chosen_part)
            {
                case 0:
                    target_part = Head;
                    break;
                case 1:
                    target_part = L_Arm;
                    break;
                case 2:
                    target_part = R_Arm;
                    break;
                case 3:
                    target_part = L_Leg;
                    break;
                case 4:
                    target_part = R_Leg;
                    break;
                case 5:
                    target_part = Torso;
                    break;
            }
            if (target_part.is_disabled())
                target_part = Torso;

            target_part.add_injury(dmgTyp, dmg);
            fl.add_new_popup("-" + dmg.ToString() + " " + target_part.get_shortname(), Popup.popup_msg_type.Damage, my_grid_coord, false, false, dmgTyp);
            message_buffer.Add("Your " + target_part.get_longname() + " takes " + dmg.ToString() + " wounds.");

            handle_postdamage_calculations();

            if (my_class == Chara_Class.Warrior)
                c_energy += 2 + rGen.Next(3);
        }
开发者ID:Chupaflor,项目名称:Cronkpit_Samples,代码行数:38,代码来源:Player.cs


注:本文中的Floor.add_new_popup方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。