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C# DefenceType类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中DefenceType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: 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;
        }
开发者ID:ufaith,项目名称:cmirosg,代码行数:29,代码来源:Trainer.cs


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;
        }
开发者ID:WillMcKill,项目名称:MirRage,代码行数:32,代码来源:EvilMirBody.cs


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;
        }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:36,代码来源:Trainer.cs


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;
        }
开发者ID:Pete107,项目名称:Mir2,代码行数:29,代码来源:Football.cs


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);
        }
开发者ID:Pete107,项目名称:Mir2,代码行数:8,代码来源:Wall.cs


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);
 }
开发者ID:WillMcKill,项目名称:MirRage,代码行数:10,代码来源:TrapRock.cs


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;
        }
开发者ID:Pete107,项目名称:Mir2,代码行数:54,代码来源:RedMoonEvil.cs


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);
        }
开发者ID:mstation,项目名称:mir2,代码行数:12,代码来源:SabukGate.cs


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;
        }
开发者ID:xingbarking,项目名称:mir2,代码行数:46,代码来源:Tree.cs


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;
        }
    }
开发者ID:Krosantos,项目名称:Ocean,代码行数:44,代码来源:SpeciesStats.cs


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;
        }
开发者ID:Pete107,项目名称:Mir2,代码行数:42,代码来源:Trainer.cs


示例12: Struck

 public override int Struck(int damage, DefenceType type = DefenceType.ACAgility)
 {
     return 0;
 }
开发者ID:mstation,项目名称:mir2,代码行数:4,代码来源:IntelligentCreatureObject.cs


示例13: Attacked

 public override int Attacked(MonsterObject attacker, int damage, DefenceType type = DefenceType.ACAgility)
 {
     return 0;
 }
开发者ID:mstation,项目名称:mir2,代码行数:4,代码来源:IntelligentCreatureObject.cs


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);
        }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:6,代码来源:ThunderElement.cs


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.........
开发者ID:GenysisGaming,项目名称:mir2,代码行数:101,代码来源:MonsterObject.cs


示例16: Struck

 public override int Struck(int damage, DefenceType type = DefenceType.ACAgility)
 {
     throw new NotSupportedException();
 }
开发者ID:quttap,项目名称:mir2,代码行数:4,代码来源:ItemObject.cs


示例17: Attacked

 public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
 {
     throw new NotSupportedException();
 }
开发者ID:quttap,项目名称:mir2,代码行数:4,代码来源:ItemObject.cs


示例18: Attacked

 public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
 {
     return Parent.Attacked(attacker, damage, type, damageWeapon);
 }
开发者ID:Pete107,项目名称:Mir2,代码行数:4,代码来源:BlockingObject.cs


示例19: Attacked

        public override int Attacked(PlayerObject attacker, int damage, DefenceType type = DefenceType.ACAgility, bool damageWeapon = true)
        {
            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;

            if (damageWeapon)
                attacker.DamageWeapon();

            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;

            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = attacker.ObjectID, Direction = Direction, Location = CurrentLocation });

            ChangeHP(-1);

            return 1;
        }
开发者ID:ufaith,项目名称:cmirosg,代码行数:48,代码来源:Tree.cs


示例20: Struck

        public override int Struck(int damage, DefenceType type = DefenceType.ACAgility)
        {
            int armour = 0;
            if (Hidden)
            {
                for (int i = 0; i < Buffs.Count; i++)
                {
                    switch (Buffs[i].Type)
                    {
                        //case BuffType.Hiding:
                        case BuffType.MoonLight:
                        case BuffType.DarkBody:
                            Buffs[i].ExpireTime = 0;
                            break;
                    }
                }
            }

            switch (type)
            {
                case DefenceType.ACAgility:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.AC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.MACAgility:
                    armour = GetAttackPower(MinMAC, MaxMAC);
                    break;
                case DefenceType.MAC:
                    armour = GetAttackPower(MinAC, MaxAC);
                    break;
                case DefenceType.Agility:
                    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 (MagicShield)
                damage -= damage * (MagicShieldLv + 2) / 10;

            if (ElementalBarrier)
                damage -= damage * (ElementalBarrierLv + 1) / 10;

            if (armour >= damage) return 0;

            if (MagicShield)
            {
                MagicShieldTime -= (damage - armour) * 60;
                AddBuff(new Buff { Type = BuffType.MagicShield, Caster = this, ExpireTime = MagicShieldTime });
            }

            ElementalBarrierTime -= (damage - armour) * 60;
            RegenTime = Envir.Time + RegenDelay;
            LogTime = Envir.Time + Globals.LogDelay;

            DamageDura();
            ActiveBlizzard = false;
            ActiveReincarnation = false;
            Enqueue(new S.Struck { AttackerID = 0 });
            Broadcast(new S.ObjectStruck { ObjectID = ObjectID, AttackerID = 0, Direction = Direction, Location = CurrentLocation });

            ChangeHP(armour - damage);
            return damage - armour;
        }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:66,代码来源:PlayerObject.cs



注:本文中的DefenceType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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