本文整理汇总了C#中CharacterStats类的典型用法代码示例。如果您正苦于以下问题:C# CharacterStats类的具体用法?C# CharacterStats怎么用?C# CharacterStats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。
CharacterStats类属于命名空间,在下文中一共展示了CharacterStats类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: handleInput
public override ControllState handleInput(BThirdPerson controller, CharacterStats stats)
{
if(controller.stateTime > 5.625){
}
return this;
}
开发者ID:FabianSchempp,项目名称:DUNDON,代码行数:7,代码来源:ControllStateCrow.cs
示例2: mod_SetButtonsAnticlassSpells
public void mod_SetButtonsAnticlassSpells(CharacterStats stats)
{
this.Label = null;
int num = 0;
foreach (GenericAbility current in stats.Abilities)
{
if (current is GenericSpell)
{
CharacterStats.Class spellClass = ((GenericSpell)current).SpellClass;
if (spellClass != stats.CharacterClass || !CharacterStats.IsPlayableClass(spellClass))
{
if ((stats.CharacterClass == CharacterStats.Class.Wizard ||
stats.CharacterClass == CharacterStats.Class.Priest ||
stats.CharacterClass == CharacterStats.Class.Druid ||
stats.CharacterClass == CharacterStats.Class.Chanter ||
stats.CharacterClass == CharacterStats.Class.Cipher) && IEModOptions.HideAnticlassSpells)
{
}
else
{
this.SetButton(num, current.gameObject, UIAbilityBarButtonSet.AbilityButtonAction.CAST_SPELL_ABILITY, current.Icon);
num++;
}
}
}
}
this.HideButtons(num);
this.m_DoRefresh = true;
}
开发者ID:tjayharvey,项目名称:IEMod.pw,代码行数:32,代码来源:mod_UIAbilityBarButtonSet.cs
示例3: Start
public virtual void Start()
{
characterStats = gameObject.GetCharacterStats();
inventory = gameObject.GetInventory();
playerMotor = gameObject.GetPlayerMotor();
characterStats.Died += characterStats_Died;
}
开发者ID:BrendanMulcahy,项目名称:IronStrife,代码行数:7,代码来源:DamageReceiver.cs
示例4: Start
// Use this for initialization
void Start()
{
P1 = GameObject.FindGameObjectWithTag("Player1");
P2 = GameObject.FindGameObjectWithTag ("Player2");
playerHealth1 = P1.GetComponent<CharacterStats> ();
playerHealth2 = P2.GetComponent<CharacterStats> ();
}
开发者ID:JELGT2011,项目名称:Wizards-Of-Dos,代码行数:8,代码来源:TriggerPoints.cs
示例5: handleInput
public override ControllState handleInput(BThirdPerson controller, CharacterStats stats)
{
Vector3 mousePoint = Vector3.zero;
stats.healthRegenerationRate = 0f;
stats.enduranceRegenerationRate = 0f;
if(controller.stateTime < 0.1){
controller.turnToReferenceObject();
controller.controller.slotRightHand.GetComponent<OWeapon>().enable();
shot = false;
}
if(Random.Range(1,10) < 3){
shot = true;
}
if(controller.stateTime > 0.22f){
if(shot){
return ControllerZombie._ZombieATTACKB;
}
else{
controller.controller.slotRightHand.GetComponent<OWeapon>().disable();
return ControllerZombie._ZombieIDLE;
}
}
return this;
}
开发者ID:FabianSchempp,项目名称:DUNDON,代码行数:28,代码来源:ControllStateZombie.cs
示例6: Slime
public static Character Slime()
{
var character = new Character();
var baseStats = new CharacterStats();
baseStats.SetStat(Const.Stats.MaxHp, 700d);
baseStats.SetStat(Const.Stats.MaxMp, 150d);
baseStats.SetStat(Const.Stats.Attack, 300d);
baseStats.SetStat(Const.Stats.Defense, 150d);
baseStats.SetStat(Const.Stats.Wisdom, 70d);
baseStats.SetStat(Const.Stats.Agility, 100d);
baseStats.SetStat(Const.Stats.Mind, 50d);
baseStats.SetStat(Const.Stats.Critical, 0.05d);
baseStats.SetStat(Const.Stats.Accuracy, 0.8d);
baseStats.SetStat(Const.Stats.Evasion, 0.1d);
character.Name = "Slime";
character.BaseStats = baseStats;
character.PortraitPath = "Characters/Slime/portrait";
character.ModelPath = "Characters/Slime/model";
character.AttackDistance = 2.5f;
character.SizeOffset = 1.5f;
character.Skills.Add(Skill.MeleeAttack());
character.Movement = 2;
character.PatternShape = Pattern.Single();
return character;
}
开发者ID:sucineri,项目名称:Battle-Project,代码行数:30,代码来源:Character.cs
示例7: handleInput
public override ControllState handleInput(BThirdPerson controller, CharacterStats stats)
{
Vector3 mousePoint = Vector3.zero;
stats.healthRegenerationRate = 0f;
stats.enduranceRegenerationRate = 0f;
if(controller.stateTime < 0.1){
controller.controller.slotRightHand.GetComponent<OWeapon>().enable();
shot = false;
Vector2 inputVector = new Vector2(Input.GetAxis("Horizontal"),Input.GetAxis("Vertical"));
Vector3 inputVectorTransformed = new Vector3(inputVector.x,0,-inputVector.y);
Vector3 lookTarget = controller.position + (ControllerCamera.hingeUp.transform.rotation*inputVectorTransformed);
controller.turn(lookTarget);
}
if(Input.GetButtonDown("attack") && stats.reduceEndurance(7) && !shot){
shot = true;
}
if(controller.stateTime > 0.22f){
if(shot){
return ControllerKnight._KnightATTACKB;
}
else{
controller.controller.slotRightHand.GetComponent<OWeapon>().disable();
return ControllerKnight._KnightIDLE;
}
}
return this;
}
开发者ID:FabianSchempp,项目名称:DUNDON,代码行数:31,代码来源:ControllStateKnight.cs
示例8: Awake
void Awake()
{
anim = GetComponent<Animator>();
cc = this.GetComponent<CharacterController>();
car = GetComponent<CharacterStats>();
shot = GetComponent<Shooting>();
}
开发者ID:Torppo,项目名称:IntramuralRPG,代码行数:7,代码来源:PlayerMovement.cs
示例9: mod_ShowOnSpellBar
public static bool mod_ShowOnSpellBar(GenericAbility ability, CharacterStats stats, int spellLevel)
{
if (ability.Passive)
{
return false;
}
GenericSpell genericSpell = ability as GenericSpell;
GenericCipherAbility genericCipherAbility = ability as GenericCipherAbility;
if (!genericSpell)
{
return genericCipherAbility && (spellLevel <= 0 || genericCipherAbility.SpellLevel == spellLevel);
}
if (genericSpell.SpellClass != stats.CharacterClass && spellLevel > 0 && genericSpell.SpellLevel == spellLevel && IEModOptions.HideAnticlassSpells)
{
return true;
}
if (genericSpell.SpellClass != stats.CharacterClass || (spellLevel > 0 && genericSpell.SpellLevel != spellLevel))
{
return false;
}
if (stats.CharacterClass != CharacterStats.Class.Wizard || !genericSpell.NeedsGrimoire)
{
return true;
}
Equipment component = stats.GetComponent<Equipment>();
if (component == null || component.CurrentItems == null || component.CurrentItems.Grimoire == null)
{
return false;
}
Grimoire component2 = component.CurrentItems.Grimoire.GetComponent<Grimoire>();
return !(component2 == null) && component2.HasSpell(genericSpell);
}
开发者ID:tjayharvey,项目名称:IEMod.pw,代码行数:34,代码来源:mod_UIAbilityBarButtonSet.cs
示例10: SubtractStats
public void SubtractStats(CharacterStats statsToSubtract)
{
swagger -= statsToSubtract.swagger;
strength -= statsToSubtract.strength;
agility -= statsToSubtract.agility;
mind -= statsToSubtract.mind;
health -= statsToSubtract.health;
}
开发者ID:ullizei,项目名称:pirates,代码行数:8,代码来源:CharacterStats.cs
示例11: AddStats
public void AddStats(CharacterStats statsToAdd)
{
swagger += statsToAdd.swagger;
strength += statsToAdd.strength;
agility += statsToAdd.agility;
mind += statsToAdd.mind;
health += statsToAdd.health;
}
开发者ID:ullizei,项目名称:pirates,代码行数:8,代码来源:CharacterStats.cs
示例12: Start
void Start()
{
anim = GetComponent<Animator>();
playerController = GetComponent<PlayerMovementController>();
characterStats = GetComponent<CharacterStats>();
colliderr = GetComponent<CapsuleCollider>();
characterControlInterface = GetComponent<CharacterControlInterface>();
}
开发者ID:Hoon-Park,项目名称:MMOArenaUnity,代码行数:9,代码来源:AnimationController.cs
示例13: Awake
void Awake()
{
stats = GetComponentInParent<CharacterStats>();
if (stats == null)
{
Debug.LogError("Can not found CharacterStats! " + this.gameObject.name);
}
}
开发者ID:t1mmmmY,项目名称:SeaDogs,代码行数:9,代码来源:BodyPart.cs
示例14: Awake
Vector3 greenPos; //Position of the health bar relative to the character
#endregion Fields
#region Methods
void Awake()
{
//loads enemy health value from healthScript
healthScript = transform.parent.gameObject.GetComponent<CharacterStats>();
curHealth = healthScript.health;
maxHealth = healthScript.maxHealth;
//stores two health values, will come in later
}
开发者ID:Torppo,项目名称:IntramuralRPG,代码行数:15,代码来源:EnemyHealth.cs
示例15: Start
void Start()
{
characterStats = GetComponent<CharacterStats>();
characterStats.HPScaler *= hpScale;
characterStats.MovingSpeedModifier += movingSpeedModifier;
transform.localScale *= sizeScale;
}
开发者ID:tobygameac,项目名称:2015AR,代码行数:9,代码来源:Strongger.cs
示例16: Start
//private Text text;
void Start()
{
characterStats = character.GetComponent<CharacterStats>();
HPBarRectTransform = HPBarImage.GetComponent<RectTransform>();
originalSize = HPBarRectTransform.sizeDelta;
originalLocalPosition = HPBarRectTransform.localPosition;
//text = HPBarText.GetComponent<Text>();
}
开发者ID:tobygameac,项目名称:2015AR,代码行数:10,代码来源:CharacterHPBar.cs
示例17: GetCurrentBonusMultiplierNew
public float GetCurrentBonusMultiplierNew(CharacterStats stats, GenericAbility abilityOrigin)
{
if (stats == null)
{
return 1f;
}
float bonus = 0f;
if (IEModOptions.NPCDispositionFix || (GameState.s_playerCharacter != null && stats.gameObject == GameState.s_playerCharacter.gameObject)) // added ((Mod_GameOptions_GameMode)GameState.Mode).NPCDispositionFix ||
{
float single = 1f;
if (abilityOrigin != null)
{
single = single * abilityOrigin.GatherAbilityModProduct(AbilityMod.AbilityModType.NegativeReligiousTraitMultiplier);
}
if (stats.CharacterClass == CharacterStats.Class.Priest)
{
global::Religion.DeityData deityDatum = this.FindDeityData(stats.Deity);
if (deityDatum != null)
{
bonus = bonus + this.GetBonus(deityDatum.PositiveTrait[0], this.PositiveTraitBonus);
bonus = bonus + this.GetBonus(deityDatum.PositiveTrait[1], this.PositiveTraitBonus);
bonus = bonus + this.GetBonus(deityDatum.NegativeTrait[0], this.NegativeTraitBonus) * single;
bonus = bonus + this.GetBonus(deityDatum.NegativeTrait[1], this.NegativeTraitBonus) * single;
}
}
else if (stats.CharacterClass == CharacterStats.Class.Paladin)
{
global::Religion.PaladinOrderData paladinOrderDatum = this.FindPaladinOrderData(stats.PaladinOrder);
if (paladinOrderDatum != null)
{
/* patching in dis/favored dispositions for Pallegina's order */
if (stats.PaladinOrder == PaladinOrder.FrermasMesCancSuolias)
{
var favored1 = IEModOptions.PalleginaFavored1;
var favored2 = IEModOptions.PalleginaFavored2;
var disfavored1 = IEModOptions.PalleginaDisfavored1;
var disfavored2 = IEModOptions.PalleginaDisfavored2;
paladinOrderDatum.PositiveTrait = new Disposition.Axis[2];
paladinOrderDatum.PositiveTrait[0] = favored1;
paladinOrderDatum.PositiveTrait[1] = favored2;
paladinOrderDatum.NegativeTrait = new Disposition.Axis[2];
paladinOrderDatum.NegativeTrait[0] = disfavored1;
paladinOrderDatum.NegativeTrait[1] = disfavored2;
}
/**************************************************************************************/
bonus = bonus + this.GetBonus(paladinOrderDatum.PositiveTrait[0], this.PositiveTraitBonus);
bonus = bonus + this.GetBonus(paladinOrderDatum.PositiveTrait[1], this.PositiveTraitBonus);
bonus = bonus + this.GetBonus(paladinOrderDatum.NegativeTrait[0], this.NegativeTraitBonus) * single;
bonus = bonus + this.GetBonus(paladinOrderDatum.NegativeTrait[1], this.NegativeTraitBonus) * single;
}
}
}
bonus = bonus + 1f;
return bonus;
}
开发者ID:Bigtuna00,项目名称:IEMod.pw,代码行数:57,代码来源:Mod_Religion.cs
示例18: Clone
public CharacterStats Clone()
{
var clone = new CharacterStats();
foreach (var key in this._stats.Keys)
{
clone._stats[key] = this._stats[key];
}
return clone;
}
开发者ID:sucineri,项目名称:Battle-Project,代码行数:9,代码来源:CharacterStats.cs
示例19: Start
// Use this for initialization
void Start () {
ownColor = gameObject.GetComponent<SpriteRenderer>().color;
_myStats = new CharacterStats(gameObject.tag.ToString());
if( _myStats.load() ){
hp = _myStats.getHp();
exp = _myStats.getExp();
coin = _myStats.getCoin();
max_hp = hp;
}
}
开发者ID:spytroll33,项目名称:roguelike,代码行数:12,代码来源:BodyStatus.cs
示例20: Start
void Start()
{
if (gameManager == null) {
gameManager = Camera.main.GetComponent<GameManager>();
}
characterStats = GetComponent<CharacterStats>();
previousHP = characterStats.MaxHP;
}
开发者ID:tobygameac,项目名称:2015AR,代码行数:10,代码来源:Enemy.cs
注:本文中的CharacterStats类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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