本文整理汇总了C#中Floor.create_new_projectile方法的典型用法代码示例。如果您正苦于以下问题:C# Floor.create_new_projectile方法的具体用法?C# Floor.create_new_projectile怎么用?C# Floor.create_new_projectile使用的例子?那么, 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Floor
的用法示例。
在下文中一共展示了Floor.create_new_projectile方法的6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: target_bonespear
//.........这里部分代码省略.........
* [_][M][M]
* [_][M][M]
*/
if (pl_x_dir != 0 && pl_y_dir != 0)
{
int target_index = -1;
if (pl_x_dir == -1 && pl_y_dir == -1)
target_index = 0;
else if (pl_x_dir == 1 && pl_y_dir == -1)
target_index = 1;
else if (pl_x_dir == -1 && pl_y_dir == 1)
target_index = 2;
else if (pl_x_dir == 1 && pl_y_dir == 1)
target_index = 3;
gridCoordinate start_coord = new gridCoordinate(my_grid_coords[target_index].x + pl_x_dir,
my_grid_coords[target_index].y + pl_y_dir);
if (spear1)
c_bspear_target_startp = start_coord;
else
c_bspear_target_startp_2 = start_coord;
//Then we make a list of endpoints based on that. It will need two for loops;
//One for the X-axis and one for the Y-axis
//5/5 offset
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 5)));
//5/4 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 4), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 4)));
//5/3 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 3), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 3)));
//5/2 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 2), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 2)));
//5/1 offsets
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 1), start_coord.y + (pl_y_dir * 5)));
endPoints.Add(new gridCoordinate(start_coord.x + (pl_x_dir * 5), start_coord.y + (pl_y_dir * 1)));
//I avoided doing this in a for loop because I want the boneyard to prioritize shooting the spear
//diagonally if it can and doing it with loops would shoot it either vertically or horizontally.
List<VisionRay> bspear_rays = new List<VisionRay>();
for (int i = 0; i < endPoints.Count; i++)
bspear_rays.Add(new VisionRay(start_coord, endPoints[i]));
bool found_player = false;
while (bspear_rays.Count > 0)
{
for (int i = 0; i < bspear_rays.Count; i++)
{
bool remove = false;
int c_x_coord = (int)bspear_rays[i].my_current_position.X / 32;
int c_y_coord = (int)bspear_rays[i].my_current_position.Y / 32;
gridCoordinate c_coord = new gridCoordinate(c_x_coord, c_y_coord);
if (!fl.is_tile_passable(c_coord) || bspear_rays[i].is_at_end())
remove = true;
if (target_loc.x == c_coord.x && target_loc.y == c_coord.y)
{
if(spear1)
c_bspear_target_endp = new gridCoordinate((int)bspear_rays[i].my_end_position.X / 32,
(int)bspear_rays[i].my_end_position.Y / 32);
else
c_bspear_target_endp_2 = new gridCoordinate((int)bspear_rays[i].my_end_position.X / 32,
(int)bspear_rays[i].my_end_position.Y / 32);
found_player = true;
}
if (remove)
bspear_rays.RemoveAt(i);
else
bspear_rays[i].update();
if (found_player)
bspear_rays.Clear();
}
}
}
//Don't try to create a projectile if the endpoint is null. This means that it hasn't found the player.
if (c_bspear_target_endp != null)
{
Projectile prj = new Projectile(c_bspear_target_startp, c_bspear_target_endp, Projectile.projectile_type.Blank,
ref cont, true, Scroll.Atk_Area_Type.piercingBolt, false);
prj.set_special_anim(Projectile.special_anim.Alert);
prj.set_damage_range(0, 0);
prj.set_damage_type(bone_spear_dmgtyp);
fl.create_new_projectile(prj);
}
if (c_bspear_target_endp_2 != null)
{
Projectile prj2 = new Projectile(c_bspear_target_startp_2, c_bspear_target_endp_2, Projectile.projectile_type.Blank,
ref cont, true, Scroll.Atk_Area_Type.piercingBolt, false);
prj2.set_special_anim(Projectile.special_anim.Alert);
prj2.set_damage_range(0, 0);
prj2.set_damage_type(bone_spear_dmgtyp);
fl.create_new_projectile(prj2);
}
}
示例2: fire_singletarget_bonespear
public void fire_singletarget_bonespear(Floor fl, gridCoordinate target_GC)
{
fl.addmsg("The Boneyard spits a bone spear at you!");
Projectile bs = new Projectile(randomly_chosen_personal_coord(), target_GC,
Projectile.projectile_type.Bonespear, ref cont, true,
Scroll.Atk_Area_Type.singleTile);
bs.set_damage_range(bone_spear_mindmg, bone_spear_maxdmg);
bs.set_damage_type(bone_spear_dmgtyp);
fl.create_new_projectile(bs);
}
示例3: fire_bonespear
public void fire_bonespear(Floor fl, bool spear1)
{
gridCoordinate start_point = null;
gridCoordinate end_point = null;
if (spear1)
{
start_point = c_bspear_target_startp;
end_point = c_bspear_target_endp;
}
else
{
start_point = c_bspear_target_startp_2;
end_point = c_bspear_target_endp_2;
}
//Don't try to create a projectile if the endpoint is null. This means that it hasn't found the player.
if (c_bspear_target_endp != null)
{
Projectile boneSpear = new Projectile(start_point, end_point,
Projectile.projectile_type.Bonespear, ref cont,
true, Scroll.Atk_Area_Type.piercingBolt);
boneSpear.set_damage_type(bone_spear_dmgtyp);
boneSpear.set_damage_range(bone_spear_mindmg, bone_spear_maxdmg);
fl.create_new_projectile(boneSpear);
}
}
示例4: bloodspray
//.........这里部分代码省略.........
pl_y_dir = -1;
List<gridCoordinate> potential_spray_targets = new List<gridCoordinate>();
List<gridCoordinate> blood_spray_targets = new List<gridCoordinate>();
if (pl_x_dir == 0)
{
int y_coord = top_left.y;
if (pl_y_dir > 0)
y_coord = bottom_right.y;
for (int x = top_left.x - 1; x <= bottom_right.x + 1; x++)
for (int y = y_coord + (pl_y_dir * 2); y != y_coord + (pl_y_dir * 4); y += pl_y_dir)
potential_spray_targets.Add(new gridCoordinate(x, y));
}
else if (pl_y_dir == 0)
{
int x_coord = top_left.x;
if (pl_x_dir > 0)
x_coord = bottom_right.x;
for (int x = x_coord + (pl_x_dir * 2); x != x_coord + (pl_x_dir * 4); x += pl_x_dir)
for (int y = top_left.y - 1; y <= bottom_right.y + 1; y++)
potential_spray_targets.Add(new gridCoordinate(x, y));
}
else
{
for(int i = 0; i < my_grid_coords.Count; i++)
potential_spray_targets.Add(new gridCoordinate(my_grid_coords[i].x + (pl_x_dir*3),
my_grid_coords[i].y + (pl_y_dir*3)));
int upper_x = 0;
int lower_x = 0;
if (pl_x_dir == 1)
{
upper_x = 0;
lower_x = 2;
}
else if (pl_x_dir == -1)
{
upper_x = 1;
lower_x = 3;
}
int left_y = 0;
int right_y = 0;
if (pl_y_dir == 1)
{
left_y = 0;
right_y = 1;
}
else if (pl_y_dir == -1)
{
left_y = 2;
right_y = 3;
}
//The above code gives us a 2x2 zone. For this, we want to extend the zone by one
//x tile and y tile in the opposite direction of where the player is relative to the boneyard
//That's why the above code picks out the 2 coordinates from the x axis and y axis, because
potential_spray_targets.Add(new gridCoordinate(potential_spray_targets[upper_x].x + (pl_x_dir*-1),
potential_spray_targets[upper_x].y));
potential_spray_targets.Add(new gridCoordinate(potential_spray_targets[lower_x].x + (pl_x_dir*-1),
potential_spray_targets[lower_x].y));
potential_spray_targets.Add(new gridCoordinate(potential_spray_targets[left_y].x,
potential_spray_targets[left_y].y + (pl_y_dir*-1)));
potential_spray_targets.Add(new gridCoordinate(potential_spray_targets[right_y].x,
potential_spray_targets[right_y].y + (pl_y_dir*-1)));
}
int potential_targets = 3;
//for (int i = 0; i < potential_spray_targets.Count; i++)
//fl.set_tile_aura(potential_spray_targets[i], Tile.Aura.SmellTarget);
for (int i = 0; i < potential_targets; i++)
{
bool found_valid_target = false;
while (!found_valid_target && potential_spray_targets.Count > 0)
{
int chosen_coord = rGen.Next(potential_spray_targets.Count);
if (can_i_see_point(fl, potential_spray_targets[chosen_coord]))
{
blood_spray_targets.Add(potential_spray_targets[chosen_coord]);
found_valid_target = true;
}
potential_spray_targets.RemoveAt(chosen_coord);
}
}
for (int i = 0; i < blood_spray_targets.Count; i++)
{
Projectile bspray = new Projectile(randomly_chosen_personal_coord(), blood_spray_targets[i],
Projectile.projectile_type.Bloody_AcidCloud, ref cont,
true, Scroll.Atk_Area_Type.cloudAOE, true);
bspray.set_damage_type(blood_spray_dmgtyp);
bspray.set_damage_range(blood_spray_mindmg, blood_spray_maxdmg);
bspray.set_special_anim(Projectile.special_anim.BloodAcid);
bspray.set_AOE_size(1);
fl.create_new_projectile(bspray);
}
}
示例5: cast_spell
public void cast_spell(Scroll s, Floor fl, gridCoordinate spell_target, int target_monster_ID, int target_Doodad_ID)
{
string spell_name = s.get_my_name();
Projectile.projectile_type prj_type = s.get_assoc_projectile();
Attack.Damage spell_dmg_type = s.get_damage_type();
gridCoordinate starting_coord = my_grid_coord;
Projectile.special_anim spec_prj_anim = s.get_spec_impact_anim();
c_energy -= s.get_manaCost();
max_energy += s.get_en_cap_adj();
if (max_energy > 100)
max_energy = 100;
if (max_energy < 0)
max_energy = 0;
if (s.get_spell_type() == Scroll.Atk_Area_Type.piercingBolt)
{
int spell_range = s.get_range();
int relative_x = (spell_target.x - my_grid_coord.x) * spell_range;
int relative_y = (spell_target.y - my_grid_coord.y) * spell_range;
starting_coord = new gridCoordinate(spell_target);
spell_target = new gridCoordinate(my_grid_coord.x + relative_x, my_grid_coord.y + relative_y);
}
if (s.get_spell_type() != Scroll.Atk_Area_Type.personalBuff)
{
Projectile prj = new Projectile(starting_coord, spell_target, prj_type,
ref cont, false, s.get_spell_type());
prj.attach_scroll(s);
prj.set_wall_destroying(s.spell_destroys_walls());
prj.set_special_anim(spec_prj_anim);
if (s.get_spell_type() == Scroll.Atk_Area_Type.enemyDebuff)
{
prj.attach_status_effect(s.get_status_effect(), s.get_duration(), s.does_spell_buff_count_down(), s.get_cost_per_turn(), s.get_cost_per_turn_per_turn());
}
if (s.get_spell_type() == Scroll.Atk_Area_Type.cloudAOE ||
s.get_spell_type() == Scroll.Atk_Area_Type.solidblockAOE ||
s.get_spell_type() == Scroll.Atk_Area_Type.randomblockAOE)
prj.set_AOE_size(s.get_aoe_size());
if (s.get_spell_type() == Scroll.Atk_Area_Type.chainedBolt)
{
prj.set_bounce(s.get_range());
prj.set_bounces_left(s.get_t_impacts());
}
if (String.Compare(s.get_my_name(), "Earthquake") == 0)
prj.set_special_anim(Projectile.special_anim.Earthquake);
prj.set_talisman_effects(s.get_my_equipped_talismans());
fl.create_new_projectile(prj);
}
else
{
int base_buff_time = s.get_duration();
int modified_buff_time = base_buff_time;
if (my_character == Character.Petaer)
{
double buff_time_bonus = (double)modified_buff_time * .3;
modified_buff_time = (int)Math.Ceiling((double)modified_buff_time + buff_time_bonus);
}
add_single_statusEffect(new StatusEffect(s.get_status_effect(), modified_buff_time+1, s.does_spell_buff_count_down(), s.get_cost_per_turn(), s.get_cost_per_turn_per_turn(), false));
}
}
示例6: bow_attack
public void bow_attack(Floor fl, ref ContentManager Secondary_cManager, gridCoordinate attack_location, int monsterID, int DoodadID)
{
Weapon Bow = null;
if (main_hand != null && (main_hand.get_my_weapon_type() == Weapon.Type.Bow ||
main_hand.get_my_weapon_type() == Weapon.Type.Crossbow))
Bow = main_hand;
else if (off_hand != null && (off_hand.get_my_weapon_type() == Weapon.Type.Bow ||
off_hand.get_my_weapon_type() == Weapon.Type.Crossbow))
Bow = off_hand;
gridCoordinate opposition_coord = new gridCoordinate(-1, -1);
if (monsterID != -1)
opposition_coord = attack_location;
else
opposition_coord = fl.Doodad_by_index(DoodadID).get_g_coord();
int cbow_xsplash = 0;
int cbow_ysplash = 0;
if (opposition_coord.x < my_grid_coord.x)
cbow_xsplash = -1;
else if (opposition_coord.x > my_grid_coord.x)
cbow_xsplash = 1;
if (opposition_coord.y < my_grid_coord.y)
cbow_ysplash = -1;
else if (opposition_coord.y > my_grid_coord.y)
cbow_ysplash = 1;
gridCoordinate splash_coord = new gridCoordinate(opposition_coord.x + cbow_xsplash, opposition_coord.y + cbow_ysplash);
int base_min_dmg_to_monster = Bow.specific_damage_val(false);
int base_max_dmg_to_monster = Bow.specific_damage_val(true);
int max_dmg_to_monster = (int)base_max_dmg_to_monster;
int min_dmg_to_monster = (int)base_min_dmg_to_monster;
if (is_cbow_equipped() && my_character == Character.Falsael)
{
max_dmg_to_monster = (int)Math.Ceiling(base_max_dmg_to_monster * 1.2);
min_dmg_to_monster = (int)Math.Ceiling(base_min_dmg_to_monster * 1.2);
}
if (Bow.get_my_weapon_type() == Weapon.Type.Bow)
{
Projectile prj = new Projectile(get_my_grid_C(), opposition_coord, Projectile.projectile_type.Arrow, ref Secondary_cManager, false, Scroll.Atk_Area_Type.singleTile);
prj.attach_weapon(Bow);
fl.create_new_projectile(prj);
}
else if(Bow.get_my_weapon_type() == Weapon.Type.Crossbow)
{
Projectile prj = new Projectile(get_my_grid_C(), opposition_coord, Projectile.projectile_type.Crossbow_Bolt, ref Secondary_cManager, false, Scroll.Atk_Area_Type.smallfixedAOE);
List<gridCoordinate> crossbow_aoe = new List<gridCoordinate>();
crossbow_aoe.Add(opposition_coord);
crossbow_aoe.Add(splash_coord);
prj.set_small_AOE_matrix(crossbow_aoe);
prj.attach_weapon(Bow);
fl.create_new_projectile(prj);
}
string attack_msg = "";
if (monsterID != -1)
attack_msg = "You attack the " + fl.badguy_by_monster_id(monsterID).my_name + " with your " + Bow.get_my_name() + "!";
else
attack_msg = "You attack the " + fl.Doodad_by_index(DoodadID).my_name() + " with your " + Bow.get_my_name() + "!";
message_buffer.Add(attack_msg);
total_sound += my_sound_value() + (my_sound_value() / 2);
total_scent += my_scent_value();
if (my_class == Chara_Class.Warrior)
{
c_energy += 6;
}
}