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CNPC.cs
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using Microsoft.Xna.Framework;
using Terraria;
using TerrariaApi.Server;
using TShockAPI;
namespace Challenger
{
public abstract class CNPC
{
public NPC c_npc;
public float[] c_ai;
public int c_index;
public int State;
protected CNPC()
{
c_npc = null;
c_ai = new float[6] { 0f, 0f, 0f, 0f, 0f, 0f };
c_index = -1;
State = 0;
}
protected CNPC(NPC npc)
{
c_npc = npc;
c_ai = new float[6] { 0f, 0f, 0f, 0f, 0f, 0f };
c_index = npc.whoAmI;
State = 0;
}
protected CNPC(NPC npc, float ai0 = 0, float ai1 = 0, float ai2 = 0, float ai3 = 0, float ai4 = 0, float ai5 = 0, int i1 = 0)
{
c_npc = npc;
c_ai = new float[6] { ai0, ai1, ai2, ai3, ai4, ai5 };
c_index = npc.whoAmI;
State = i1;
}
public Projectile NewProjectile(Vector2 position, Vector2 velocity, int Type, int Damage, float KnockBack, int Owner = 255, float ai0 = 0, float ai1 = 0)
{
int index = Projectile.NewProjectile(c_npc.GetSpawnSourceForNPCFromNPCAI(), position, velocity, Type, Damage, KnockBack, Owner, ai0, ai1);
return Main.projectile[index];
}
/// <summary>
/// 修改NPC的AI,在原版NPCAI运行的时候触发
/// </summary>
/// <param name="npc"></param>
public virtual void NPCAI(NPC npc) { }
/// <summary>
/// 根据某些条件设置NPC的形态,也可以在这里写形态改变时的中二台词,可参考史莱姆王的写法
/// </summary>
/// <param name="npc"></param>
/// <returns></returns>
public virtual int SetState(NPC npc) { return 0; }
/// <summary>
/// 在肢体直接伤害玩家的时候触发,可以在这里写相关debuff或者嘲讽语句
/// </summary>
/// <param name="npc"></param>
/// <param name="e"></param>
public virtual void OnHurtPlayers(NPC npc, GetDataHandlers.PlayerDamageEventArgs e) { }
/// <summary>
/// NPC死亡时触发,可以添加亡语
/// </summary>
/// <param name="npc"></param>
public virtual void OnKilled(NPC npc) { }
/// <summary>
/// 被玩家击中时触发
/// </summary>
public virtual void WhenHurtByPlayer(NpcStrikeEventArgs args) { }
}
}