本文整理汇总了C#中AbilityType类的典型用法代码示例。如果您正苦于以下问题:C# AbilityType类的具体用法?C# AbilityType怎么用?C# AbilityType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。
AbilityType类属于命名空间,在下文中一共展示了AbilityType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: ExitPlacing
protected virtual void ExitPlacing(int numPlaced, AbilityType aType){
AbilityObjectPlacedMessage objMess = new AbilityObjectPlacedMessage (numPlaced, aType);
MessageCenter.Instance.Broadcast (objMess);
AbilityStatusChangedMessage abMess = new AbilityStatusChangedMessage (false);
MessageCenter.Instance.Broadcast (abMess);
Destroy (this.gameObject);
}
开发者ID:mezosaurus,项目名称:eae-project,代码行数:7,代码来源:ObjectPlacer.cs
示例2: Ability
public Ability(int cooldown, int power, int moveSpeed, AbilityType type, float specialPower)
{
Cooldown = cooldown;
AbilityPower = power;
MoveSpeed = moveSpeed;
SpecialPower = specialPower;
Type = type;
}
开发者ID:Grahamcraker,项目名称:Project_Greenhorn,代码行数:8,代码来源:GameObject.cs
示例3: ActionNotUsableWhenBlockedByStatusEffect
public void ActionNotUsableWhenBlockedByStatusEffect(
AbilityType abilityType,
StatusEffect statusEffect)
{
battleAbility.Ability.AbilityType = abilityType;
player.StatusEffects = new StatusEffect[] { statusEffect };
VerifyActionNotUsable();
}
开发者ID:EasyFarm,项目名称:EasyFarm,代码行数:8,代码来源:ActionFilterTests.cs
示例4: NotRecastableWhenOnRecast
public void NotRecastableWhenOnRecast(AbilityType abilityType)
{
ability.AbilityType = abilityType;
var memoryApi = new FakeMemoryAPI();
memoryApi.Timer = new FakeTimer() { ActionRecast = 1 };
var result = AbilityUtils.IsRecastable(memoryApi, ability);
Assert.False(result);
}
开发者ID:EasyFarm,项目名称:EasyFarm,代码行数:8,代码来源:AbilityUtilsTests.cs
示例5: IsRecastableWhenNotOnRecast
public void IsRecastableWhenNotOnRecast(AbilityType abilityType)
{
ability.AbilityType = abilityType;
var memoryApi = new FakeMemoryAPI();
memoryApi.Timer = new FakeTimer();
var result = AbilityUtils.IsRecastable(memoryApi, ability);
Assert.True(result);
}
开发者ID:EasyFarm,项目名称:EasyFarm,代码行数:8,代码来源:AbilityUtilsTests.cs
示例6: AttackPoDun
/// <summary>
/// 破盾
/// </summary>
/// <param name="general"></param>
/// <param name="abilityType"></param>
/// <returns></returns>
public static bool AttackPoDun(CombatGeneral general, AbilityType abilityType)
{
SkillLvInfo skillLvInfo = CreateSkillLvInfo(general).Find(m => m.EffType == abilityType);
if (skillLvInfo != null && RandomUtils.IsHit(skillLvInfo.Probability))
{
return true;
}
return false;
}
开发者ID:rongxiong,项目名称:Scut,代码行数:15,代码来源:TrumpAbilityAttack.cs
示例7: BossMonster
public BossMonster(int monsterMaxHealth, AbilityType? type = null)
: base(monsterMaxHealth, type ?? AbilityType.Kamakaze)
{
Size = new Size((int)(Width * 1.5), (int)(Height * 1.5));
Speed = MaxSpeed = MaxSpeed * 0.75;
_gravityConstant = 400;
FoeType = FoeType.Boss;
SetMonsterSize();
}
开发者ID:PretentiousGames,项目名称:towerDefense,代码行数:9,代码来源:BossMonster.cs
示例8: Ability
public Ability(int cooldown, int minPower, int maxPower, AbilityType abilityType, string textureName)
{
_cooldown = cooldown;
_minPower = minPower;
_maxPower = maxPower;
TextureName = textureName;
AbilityType = abilityType;
_rand = new Random();
}
开发者ID:CrappySolutions,项目名称:firstgame,代码行数:9,代码来源:Ability.cs
示例9: Skill
public Skill(uint id, string name, uint ability, uint type, uint cost, uint aoe, uint range, float cooldown) {
skillID = id;
skillName = name;
skillAbility = (AbilityType)ability;
skillType = (SkillType)type;
skillCost = cost;
skillAoe = aoe;
skillRange = range;
skillCooldown = cooldown;
}
开发者ID:EOTD,项目名称:Err-of-the-Divine,代码行数:10,代码来源:Skill.cs
示例10: Ability
public Ability(AbilityType type, PhaseType phase, LimitType limit, string text)
{
if (text == null)
throw new ArgumentNullException("text");
this.type = type;
this.phase = phase;
this.limit = limit;
this.text = text;
}
开发者ID:bossaia,项目名称:alexandrialibrary,代码行数:10,代码来源:Ability.cs
示例11: AbstractActionAbility
protected AbstractActionAbility(String name, int actionCost, AbilityType abilityType, TargetTypes targetTypes,
DefaultTargetType defaultTarget, AnimationType animType , AbstractDamageBehaviour damageBehaviour)
: base(name, actionCost, abilityType)
{
this.TargetType = targetTypes;
this.DefaultTarget = defaultTarget;
abilityType |= AbilityType.Action;
//this.AnimationBehaviour = animBehaviour;
this.DamageBehaviour = damageBehaviour;
this.AnimationType = animType;
}
开发者ID:sjai013,项目名称:RPGv2,代码行数:11,代码来源:AbstractActionAbility.cs
示例12: CharAbility
//constructor for instant, 1-time abilities, no DOTs
public CharAbility(bool limitedByRange, List<AbilityStatsToAffect> characterStatsToEffect, AbilityType type, AbilityPosibleTargets possibleTargets, string name, int id, int range = 0)
{
this.limitedByRange = limitedByRange;
this.characterStatsToEffect = characterStatsToEffect;
this.type = type;
this.name = name;
this.id = id;
this.range = range;
this.overTime = false;
this.overTimeRounds = 0;
this.abilityPossibleTargets = possibleTargets;
}
开发者ID:TensAndTwenties,项目名称:Ruin,代码行数:13,代码来源:Ability.cs
示例13: IsSpell
/// <summary>
/// Represents all the types that are spells or casted.
/// </summary>
public static bool IsSpell(AbilityType abilityType)
{
switch (abilityType)
{
case AbilityType.Magic:
case AbilityType.Ninjutsu:
case AbilityType.Song:
case AbilityType.Item:
return true;
default:
return false;
}
}
开发者ID:EasyFarm,项目名称:EasyFarm,代码行数:16,代码来源:ResourceHelper.cs
示例14: GetTrumpProperty
/// <summary>
/// 法宝基础属性
/// </summary>
/// <param name="trumpInfo"></param>
/// <param name="abilityType"></param>
/// <returns></returns>
public static short GetTrumpProperty(TrumpInfo trumpInfo, AbilityType abilityType)
{
short propertyNum = 0;
if (trumpInfo.Property.Count > 0)
{
GeneralProperty property = trumpInfo.Property.Find(m => m.AbilityType == abilityType);
if (property != null)
{
propertyNum = (short)property.AbilityValue;
}
}
return propertyNum;
}
开发者ID:jinfei426,项目名称:Scut,代码行数:19,代码来源:TrumpHelper.cs
示例15: IsAbility
/// <summary>
/// Represents all the types that are not spells or casted.
/// </summary>
public static bool IsAbility(AbilityType abilityType)
{
switch (abilityType)
{
case AbilityType.Weaponskill:
case AbilityType.Range:
case AbilityType.Jobability:
case AbilityType.Pet:
case AbilityType.Monsterskill:
return true;
default:
return false;
}
}
开发者ID:EasyFarm,项目名称:EasyFarm,代码行数:18,代码来源:ResourceHelper.cs
示例16: Monster
public Monster(int monsterMaxHealth, AbilityType abilityType)
{
Velocity = new Vector(GetRandomVDelta() * 40, GetRandomVDelta() * 40);
Size = new Size(Width, Height);
Id = _id++;
Health = MaxHealth = GetMonsterMaxHealth(monsterMaxHealth, abilityType);
Speed = MaxSpeed = GetMaxSpeed(abilityType);
Generation = 1;
CreateAbilities();
AbilityType = abilityType;
Ability = AbilitiesDictionary[AbilityType];
SetOnDeathAbilities();
SetOnHitAbilities();
SetMovementTypes();
SetMonsterSize();
}
开发者ID:PretentiousGames,项目名称:towerDefense,代码行数:16,代码来源:Monster.cs
示例17: AbilityData
private AbilityData(byte[] data)
{
byte b2 = data[2];
byte b11 = data[11];
byte b12 = data[12];
data.Decode();
data[2] = b2;
data[11] = b11;
data[12] = b12;
this.id = data[0] | data[1] << 8;
this.type = (AbilityType)data[2];
this.mpcost = data[6] | data[7] << 8;
this.timerid = data[8] | data[9] << 8;
this.validtargets = (ValidTargets)(data[10] | data[11] << 8);
this.tpcost = data[12];
}
开发者ID:JulianoW,项目名称:ResourceExtractor,代码行数:19,代码来源:AbilityData.cs
示例18: FeelUpPropertyNum
public static short maxFeelLv = ConfigEnvSet.GetInt("Gift.MaxFeelLv").ToShort(); //好感度最大等级
#endregion Fields
#region Methods
/// <summary>
/// 下一级属性数值
/// </summary>
/// <param name="userID"></param>
/// <param name="generalID"></param>
/// <param name="abilityType"></param>
/// <returns></returns>
public static int FeelUpPropertyNum(string userID, int generalID, AbilityType abilityType)
{
int upPropertyNum = 0;
UserGeneral userGeneral = new GameDataCacheSet<UserGeneral>().FindKey(userID, generalID);
if (userGeneral != null)
{
short maxFeelLv = ConfigEnvSet.GetInt("Gift.MaxFeelLv").ToShort();
short feelLv = MathUtils.Addition(userGeneral.FeelLv, (short)1, maxFeelLv);
FeelLvInfo upfeelLvInfo = new ConfigCacheSet<FeelLvInfo>().FindKey(feelLv);
if (upfeelLvInfo != null && upfeelLvInfo.Property.Count > 0)
{
GeneralProperty property = upfeelLvInfo.Property.Find(m => m.AbilityType == abilityType);
if (property != null)
{
upPropertyNum = property.AbilityValue.ToInt();
}
}
}
return upPropertyNum;
}
开发者ID:rongxiong,项目名称:Scut,代码行数:33,代码来源:GiftHelper.cs
示例19: GetEffect
public static decimal GetEffect(CombatGeneral general, AbilityType abilityType)
{
decimal effNum = 1;
if (general.GeneralID != LanguageManager.GetLang().GameUserGeneralID)
{
return 0;
}
switch (abilityType)
{
case AbilityType.BaoJiJiaCheng:
effNum = MathUtils.Addition(effNum, GetEffTypeNum(general, abilityType));
break;
case AbilityType.IsBaoJiReduce:
effNum = MathUtils.Subtraction(effNum, GetEffTypeNum(general, abilityType));
break;
case AbilityType.Resurrect:
effNum = GetEffTypeNum(general, abilityType);
break;
case AbilityType.AttackLife:
effNum = GetEffTypeNum(general, abilityType);
break;
case AbilityType.Furious:
effNum = LifeLowerTnumEffNum(general, abilityType);
break;
case AbilityType.NormalAttackPoFang:
effNum = GetEffTypeNum(general, abilityType);
break;
case AbilityType.AttackPoDun:
//effNum = GetEffTypeNum(general, abilityType);
break;
case AbilityType.FanShang:
effNum = GetEffTypeNum(general, abilityType);
break;
default:
return effNum;
}
return effNum;
}
开发者ID:kehaoran74,项目名称:Scut,代码行数:38,代码来源:TrumpAbilityAttack.cs
示例20: getLockGun
public static bool getLockGun(AbilityType abil)
{
switch(abil)
{
case AbilityType.doubleThrottle:
return false;
case AbilityType.gas:
return true;
case AbilityType.halfRoundTurn:
return false;
case AbilityType.homingMissle:
return true;
case AbilityType.homingThorpede:
return true;
case AbilityType.mines:
return false;
case AbilityType.shield:
return true;
case AbilityType.turnAround:
return false;
default:
return false;
}
}
开发者ID:visitorreg01,项目名称:Planes,代码行数:24,代码来源:Abilities.cs
注:本文中的AbilityType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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