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C# AwakeType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AwakeType的典型用法代码示例。如果您正苦于以下问题:C# AwakeType类的具体用法?C# AwakeType怎么用?C# AwakeType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。



AwakeType类属于命名空间,在下文中一共展示了AwakeType类的11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: RemoveAwake

    public int RemoveAwake()
    {
        if (listAwake.Count > 0)
        {
            listAwake.Remove(listAwake[listAwake.Count - 1]);

            if (listAwake.Count == 0)
                type = AwakeType.None;

            return 1;
        }
        else
        {
            type = AwakeType.None;
            return 0;
        }
    }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:17,代码来源:Common.cs


示例2: CheckAwakening

    public bool CheckAwakening(UserItem item, AwakeType type)
    {
        if (item.Info.CanAwakening != true) return false;

        if (item.Info.Grade == ItemGrade.None) return false;

        if (IsMaxLevel()) return false;

        if (this.type == AwakeType.None)
        {
            if (item.Info.Type == ItemType.Weapon)
            {
                if (type == AwakeType.DC ||
                    type == AwakeType.MC ||
                    type == AwakeType.SC)
                {
                    this.type = type;
                    return true;
                }
                else
                    return false;
            }
            else if (item.Info.Type == ItemType.Helmet)
            {
                if (type == AwakeType.AC ||
                    type == AwakeType.MAC)
                {
                    this.type = type;
                    return true;
                }
                else
                    return false;
            }
            else if (item.Info.Type == ItemType.Armour)
            {
                if (type == AwakeType.HPMP)
                {
                    this.type = type;
                    return true;
                }
                else
                    return false;
            }
            else
                return false;
        }
        else
        {
            if (this.type == type)
                return true;
            else
                return false;
        }
    }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:54,代码来源:Common.cs


示例3: UpgradeAwake

    public int UpgradeAwake(UserItem item, AwakeType type, out bool[] isHit)
    {
        //return -1 condition error, -1 = dont upgrade, 0 = failed, 1 = Succeed,  
        isHit = null;
        if (CheckAwakening(item, type) != true)
            return -1;

        Random rand = new Random(DateTime.Now.Millisecond);

        if (rand.Next(0, 100) <= AwakeSuccessRate)
        {
            isHit = Awakening(item);
            return 1;
        }
        else
        {
            int idx;
            isHit = makeHit(1, out idx);
            return 0;
        }
    }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:21,代码来源:Common.cs


示例4: Awake

 public Awake(BinaryReader reader)
 {
     type = (AwakeType)reader.ReadByte();
     int count = reader.ReadInt32();
     for (int i = 0; i < count; i++)
     {
         listAwake.Add(reader.ReadByte());
     }
 }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:9,代码来源:Common.cs


示例5: getAwakeTypeText

 public string getAwakeTypeText(AwakeType type)
 {
     string typeName = "";
     switch (type)
     {
         case AwakeType.DC:
             typeName = "Bravery Glyph";
             break;
         case AwakeType.MC:
             typeName = "Magic Glyph";
             break;
         case AwakeType.SC:
             typeName = "Soul Glyph";
             break;
         case AwakeType.AC:
             typeName = "Protection Glyph";
             break;
         case AwakeType.MAC:
             typeName = "EvilSlayer Glyph";
             break;
         case AwakeType.HPMP:
             typeName = "Body Glyph";
             break;
         default:
             typeName = "Select Upgrade Item.";
             break;
     }
     return typeName;
 }
开发者ID:ElijahLOMCN,项目名称:mir2,代码行数:29,代码来源:GameScene.cs


示例6: OnAwakeTypeSelect

        public void OnAwakeTypeSelect(int Index)
        {
            SelectAwakeType.SelectedIndex = Index;

            AwakeType type = getAwakeType(SelectAwakeType.Items[SelectAwakeType.SelectedIndex]);
            CurrentAwakeType = type;
            if (type != AwakeType.None)
            {
                Network.Enqueue(new C.AwakeningNeedMaterials { UniqueID = Items[0].UniqueID, Type = type });
            }
        }
开发者ID:ElijahLOMCN,项目名称:mir2,代码行数:11,代码来源:GameScene.cs


示例7: ItemCell_Click

        public void ItemCell_Click()
        {
            ItemCellClear();
            SelectAwakeType.Items.Clear();

            if (Items[0] == null)
            {
                SelectAwakeType.Items.Add("Select Upgrade Item.");
                SelectAwakeType.SelectedIndex = SelectAwakeType.Items.Count-1;
                CurrentAwakeType = AwakeType.None;
            }
            else
            {
                if (Items[0].Awake.getAwakeLevel() == 0)
                {
                    SelectAwakeType.Items.Add("Select Upgrade Type.");
                    if (Items[0].Info.Type == ItemType.Weapon)
                    {
                        SelectAwakeType.Items.Add("Bravery Glyph");
                        SelectAwakeType.Items.Add("Magic Glyph");
                        SelectAwakeType.Items.Add("Soul Glyph");
                    }
                    else if (Items[0].Info.Type == ItemType.Helmet)
                    {
                        SelectAwakeType.Items.Add("Protection Glyph");
                        SelectAwakeType.Items.Add("EvilSlayer Glyph");
                    }
                    else
                    {
                        SelectAwakeType.Items.Add("Body Glyph");
                    }
                }
                else
                {
                    SelectAwakeType.Items.Add(getAwakeTypeText(Items[0].Awake.type));
                    if (CurrentAwakeType != Items[0].Awake.type)
                    {
                        CurrentAwakeType = Items[0].Awake.type;
                        OnAwakeTypeSelect(0);
                    }
                }
            }
        }
开发者ID:ElijahLOMCN,项目名称:mir2,代码行数:43,代码来源:GameScene.cs


示例8: ReadPacket

 protected override void ReadPacket(BinaryReader reader)
 {
     UniqueID = reader.ReadUInt64();
     Type = (AwakeType)reader.ReadByte();
 }
开发者ID:Nibby,项目名称:CrystalM2,代码行数:5,代码来源:ClientPackets.cs


示例9: HasAwakeningNeedMaterials

        public bool HasAwakeningNeedMaterials(UserItem item, AwakeType type)
        {
            Awake awake = item.Awake;

            byte[] materialCount = new byte[2];

            int idx = 0;
            foreach (List<byte> material in Awake.AwakeMaterials[(int)type - 1])
            {
                byte materialRate = (byte)(Awake.AwakeMaterialRate[(int)item.Info.Grade - 1] * (float)awake.getAwakeLevel());
                materialCount[idx] = material[(int)item.Info.Grade - 1];
                materialCount[idx] += materialRate;
                idx++;
            }

            byte[] currentCount = new byte[2] { 0, 0 };

            for (int i = 0; i < Info.Inventory.Length; i++)
            {
                UserItem materialItem = Info.Inventory[i];
                if (materialItem != null)
                {
                    if (materialItem.Info.Grade == item.Info.Grade &&
                        materialItem.Info.Type == ItemType.Awakening)
                    {
                        if (materialItem.Info.Shape == ((int)type - 1) &&
                            materialCount[0] - currentCount[0] != 0)
                        {
                            if (materialItem.Count <= materialCount[0] - currentCount[0])
                            {
                                currentCount[0] += (byte)materialItem.Count;
                            }
                            else if (materialItem.Count > materialCount[0] - currentCount[0])
                            {
                                currentCount[0] = (byte)(materialCount[0] - currentCount[0]);
                            }
                        }
                        else if (materialItem.Info.Shape == 100 &&
                            materialCount[1] - currentCount[1] != 0)
                        {
                            if (materialItem.Count <= materialCount[1] - currentCount[1])
                            {
                                currentCount[1] += (byte)materialItem.Count;
                            }
                            else if (materialItem.Count > materialCount[1] - currentCount[1])
                            {
                                currentCount[1] = (byte)(materialCount[1] - currentCount[1]);
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < materialCount.Length; i++)
            {
                if (materialCount[i] != currentCount[i])
                {
                    Enqueue(new S.Awakening { result = -4, removeID = -1 });
                    return false;
                }
            }

            for (int i = 0; i < Info.Inventory.Length; i++)
            {
                if (Info.Inventory[i] != null)
                {
                    if (Info.Inventory[i].Info.Grade == item.Info.Grade &&
                        Info.Inventory[i].Info.Type == ItemType.Awakening)
                    {
                        if (Info.Inventory[i].Info.Shape == ((int)type - 1) &&
                            currentCount[0] > 0)
                        {
                            if (Info.Inventory[i].Count <= currentCount[0])
                            {
                                Enqueue(new S.DeleteItem { UniqueID = Info.Inventory[i].UniqueID, Count = Info.Inventory[i].Count });
                                currentCount[0] -= (byte)Info.Inventory[i].Count;
                                Info.Inventory[i] = null;
                            }
                            else if (Info.Inventory[i].Count > currentCount[0])
                            {
                                Enqueue(new S.DeleteItem { UniqueID = Info.Inventory[i].UniqueID, Count = (uint)currentCount[0] });
                                Info.Inventory[i].Count -= currentCount[0];
                                currentCount[0] = 0;
                            }
                        }
                        else if (Info.Inventory[i].Info.Shape == 100 &&
                            currentCount[1] > 0)
                        {
                            if (Info.Inventory[i].Count <= currentCount[1])
                            {
                                Enqueue(new S.DeleteItem { UniqueID = Info.Inventory[i].UniqueID, Count = Info.Inventory[i].Count });
                                currentCount[1] -= (byte)Info.Inventory[i].Count;
                                Info.Inventory[i] = null;
                            }
                            else if (Info.Inventory[i].Count > currentCount[1])
                            {
                                Enqueue(new S.DeleteItem { UniqueID = Info.Inventory[i].UniqueID, Count = (uint)currentCount[1] });
                                Info.Inventory[i].Count -= currentCount[1];
                                currentCount[1] = 0;
                            }
//.........这里部分代码省略.........
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:101,代码来源:PlayerObject.cs


示例10: AwakeningNeedMaterials

        public void AwakeningNeedMaterials(ulong UniqueID, AwakeType type)
        {
            if (type == AwakeType.None) return;

            foreach (UserItem item in Info.Inventory)
            {
                if (item != null)
                {
                    if (item.UniqueID == UniqueID)
                    {
                        Awake awake = item.Awake;

                        byte[] materialCount = new byte[2];
                        int idx = 0;
                        foreach (List<byte> material in Awake.AwakeMaterials[(int)type - 1])
                        {
                            byte materialRate = (byte)(Awake.AwakeMaterialRate[(int)item.Info.Grade - 1] * (float)awake.getAwakeLevel());
                            materialCount[idx] = material[(int)item.Info.Grade - 1];
                            materialCount[idx] += materialRate;
                            idx++;
                        }

                        ItemInfo[] materials = new ItemInfo[2];

                        foreach (ItemInfo info in Envir.ItemInfoList)
                        {
                            if (item.Info.Grade == info.Grade &&
                                info.Type == ItemType.Awakening)
                            {
                                if (info.Shape == (short)type - 1)
                                {
                                    materials[0] = info;
                                }
                                else if (info.Shape == 100)
                                {
                                    materials[1] = info;
                                }
                            }
                        }

                        Enqueue(new S.AwakeningNeedMaterials { Materials = materials, MaterialsCount = materialCount });
                        break;
                    }
                }
            }
        }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:46,代码来源:PlayerObject.cs


示例11: Awakening

        public void Awakening(ulong UniqueID, AwakeType type)
        {
            if (NPCPage == null || !String.Equals(NPCPage.Key, NPCObject.AwakeningKey, StringComparison.CurrentCultureIgnoreCase))
                return;

            if (type == AwakeType.None) return;

            for (int i = 0; i < Info.Inventory.Length; i++)
            {
                UserItem item = Info.Inventory[i];
                if (item == null || item.UniqueID != UniqueID) continue;

                Awake awake = item.Awake;

                if (!item.Info.CanAwakening)
                {
                    Enqueue(new S.Awakening { result = -1, removeID = -1 });
                    return;
                }

                if (awake.IsMaxLevel())
                {
                    Enqueue(new S.Awakening { result = -2, removeID = -1 });
                    return;
                }

                if (Info.AccountInfo.Gold < item.AwakeningPrice())
                {
                    Enqueue(new S.Awakening { result = -3, removeID = -1 });
                    return;
                }

                if (HasAwakeningNeedMaterials(item, type))
                {
                    Info.AccountInfo.Gold -= item.AwakeningPrice();
                    Enqueue(new S.LoseGold { Gold = item.AwakeningPrice() });

                    bool[] isHit;

                    switch (awake.UpgradeAwake(item, type, out isHit))
                    {
                        case -1:
                            Enqueue(new S.Awakening { result = -1, removeID = -1 });
                            break;
                        case 0:
                            AwakeningEffect(false, isHit);
                            Info.Inventory[i] = null;
                            Enqueue(new S.Awakening { result = 0, removeID = (long)item.UniqueID });
                            break;
                        case 1:
                            Enqueue(new S.RefreshItem { Item = item });
                            AwakeningEffect(true, isHit);
                            Enqueue(new S.Awakening { result = 1, removeID = -1 });
                            break;
                        default:
                            break;
                    }
                }
            }
        }
开发者ID:thedeaths,项目名称:official-mir2c-,代码行数:60,代码来源:PlayerObject.cs



注:本文中的AwakeType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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