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SE学习笔记/=/ / Generated Map Script/ / Name: Just Another StarCraft II Map/ Author: Unknown Author/ /=include TriggerLibs/nativesinclude TriggerLibs/NativeLibunit800 BulletUnit;fixed8009 Bullet;bool800 BulletGrazed;int X=0;int Y=1;int Dir=2;int Speed=3;int Range=4;int Lifetime=5;int Actiontype=6;int Special1=7;int Special2=8;unit PlayerUnit;unit BossUnit;/unit AyaCameraAimUnit;int SCMaxLife;int SCCurrentLife;timer SCTimer;int DisplayDialog;int DialogControlTime;int DialogControlImage;int DialogControlPower;int DialogControlLife;int DialogControlBomb;int DialogControlGraze;int DialogControlScore;int DialogSCTime;int DialogSCImage=-1;int DialogControlSCImage;int DialogMiss;int SCImageNum=0;int PlayerUpMoveState;int PlayerDownMoveState;int PlayerLeftMoveState;int PlayerRightMoveState;int PlayerShiftState;int PlayerFireState;int PlayerLife;int PlayerBomb;int PlayerPower;int PlayerGraze;int PlayerScore;int StageState=-1;fixed PlayerMoveSpeedBase=0.4;fixed PlayerMoveSpeed=0.4;fixed PlayerCollis=0.3;fixed BossCollis=2;fixed PlayerGrazeRange=0.8;string PlayerCharacter;int TimeScale=1;fixed CameraX;fixed CameraY;fixed CameraWidth;fixed CameraHeight;fixed CameraDir;int DialogControlCamera;fixed CameraPercent;bool CameraVertical;fixed PosRate=40.43;int CameraPercentTextTag;bool IsTakePhoto;int BulletNum=0;int StartNum=0;bool PlayerIsMiss=false;bool PlayerIsBomb=false;int MissNum=0;trigger GameTrigger;trigger TriggerSCImage;fixed Fparam1=0;fixed Fparam2=0;int Iparam1=0;int FPS=30;int SCREENTOP=150;int SCREENBOTTOM=125;int SCREENLEFT=110;int SCREENRIGHT=130;region GameRegion;int DialogControlShift;int DialogControlZ;int DialogControlX;int DialogControlUp;int DialogControlDown;int DialogControlLeft;int DialogControlRight;int DialogCharacterSelect1;int DialogCharacterSelect2;int DialogCharacterSelect3;int DialogBossX;int DialogQuery;int DialogBossBar;point GetUIPoint(fixed x,fixed y) x=(x-100.2)*PosRate-800; y=(151.84-y)*PosRate-600; return Point(x,y);unit CreateBullet(int inCount,string inUnitType, int inCreateStyle, int inPlayer, point position, fixed inFacing,fixed speed,fixed range,fixed lifetime,fixed actiontype,fixed special1,fixed special2) int i=0; int j=BulletNum+1; unitgroup ug=UnitCreate(inCount,inUnitType,inCreateStyle,inPlayer,position,inFacing); while(ispeed) dir=AngleBetweenPoints(UnitGetPosition(BossUnit),aim); UnitSetPosition(BossUnit,PointWithOffset(UnitGetPosition(BossUnit),speed*Cos(dir),speed*Sin(dir),false); bool MoveSCImage(bool testConds, bool runActions) if (!runActions) return true; DialogSetPosition (DialogSCImage, c_anchorTop, 0, 600-SCImageNum*15); if(SCImageNum40) DialogSetVisible(DialogSCImage,PlayerGroupAll(),false); DialogDestroy(DialogSCImage); DialogSCImage=-1; SCImageNum=0; TriggerDestroy(TriggerSCImage); SCImageNum=SCImageNum+1; return true;void DisplaySCImage(string path) DialogDestroy(DialogSCImage); TriggerDestroy(TriggerSCImage); SCImageNum=0; TriggerSCImage=TriggerCreate(MoveSCImage); DialogSCImage=DialogCreate(1000,1000,c_anchorTop,-200,600,false); DialogSetTransparency(DialogSCImage,80); DialogSetImageVisible(DialogSCImage,false); DialogControlCreate(DialogSCImage,c_triggerControlTypeImage); DialogControlSetFullDialog (DialogControlLastCreated(), PlayerGroupAll(), true); DialogControlSetPropertyAsString (DialogControlLastCreated(),c_triggerControlPropertyImage, PlayerGroupAll(), path); DialogSetVisible(DialogSCImage,PlayerGroupAll(),true); TriggerAddEventTimePeriodic (TriggerSCImage, 0.05, 1); TriggerEnable(TriggerSCImage,true); void StageDesign() int i=0; int j=0; fixed fparam1=0; if(StageState=0) if(StartNum=0) DisplaySCImage(NitoriSC.dds); SoundPlay(SoundLink (SCStart, 0),PlayerGroupAll(),100,0); SCCurrentLife=1600; SCMaxLife=1600; libNtve_gf_SetBossBarMaximumValue(1, SCMaxLife, true); libNtve_gf_SetBossBarCurrentValue(1, SCCurrentLife, true); TimerStart (SCTimer,60, false,1); if(ModI(StartNum,60)20 & ModI(StartNum,4)=0)/line while(i10) CreateBullet(1,BulletEnemyMissile1,2,2,UnitGetPosition(BossUnit),90+i*8,0.4,0,0,3,0,0); CreateBullet(1,BulletEnemyMissile1,2,2,UnitGetPosition(BossUnit),90-i*8,0.4,0,0,3,1,0); i=i+1; if(ModI(StartNum,27)=20)/circle SoundPlay(SoundLink (EnemyShoot, 0),PlayerGroupAll(),100,0); fparam1=RandomFixed(0,10); i=0; while(i36) CreateBullet(1,BulletEnemyBall,2,2,UnitGetPosition(BossUnit),i*10+fparam1,0.2,0,0,4,0,0); i=i+1; if(ModI(StartNum,60)=0) Fparam1=RandomFixed(115,125); Fparam2=RandomFixed(140,145); if(ModI(StartNum,60)20) BossMoveToPoint(Point(Fparam1,Fparam2),0.3); if(StageState=1) if(StartNum=0) DisplaySCImage(NitoriSC.dds); SoundPlay(SoundLink (SCStart, 0),PlayerGroupAll(),100,0); SCCurrentLife=3000; SCMaxLife=3000; Iparam1=0; libNtve_gf_SetBossBarMaximumValue(1, SCMaxLife, true); libNtve_gf_SetBossBarCurrentValue(1, SCCurrentLife, true); TimerStart (SCTimer,60, false,1); if(ModI(StartNum,36)=30) SoundPlay(SoundLink (BulletShoot, 0),PlayerGroupAll(),100,0); while(i60 & ModI(StartNum,69)=65) j=ModI(StartNum,69)-60; while(ij) CreateBullet(1,BulletEnemyBall,2,2,PointWithOffset(UnitGetPosition(BossUnit),-1.5,0),270+8*i,0.6,0,0,0,0,0); CreateBullet(1,BulletEnemyBall,2,2,PointWithOffset(UnitGetPosition(BossUnit),-1.5,0),270-8*i,0.6,0,0,0,0,0); CreateBullet(1,BulletEnemyBall,2,2,PointWithOffset(UnitGetPosition(BossUnit),1.5,0),270+8*i,0.6,0,0,0,0,0); CreateBullet(1,BulletEnemyBall,2,2,PointWithOffset(UnitGetPosition(BossUnit),1.5,0),270-8*i,0.6,0,0,0,0,0); i=i+1; if(ModI(StartNum,60)=0) Fparam1=RandomFixed(117,122); Fparam2=RandomFixed(140,145); if(ModI(StartNum,82)40) BossMoveToPoint(Point(Fparam1,Fparam2),0.3); if(StageState=2) if(StartNum=0) DisplaySCImage(NitoriSC.dds); SoundPlay(SoundLink (SCStart, 0),PlayerGroupAll(),100,0); SCCurrentLife=2500; SCMaxLife=2500; libNtve_gf_SetBossBarMaximumValue(1, SCMaxLife, true); libNtve_gf_SetBossBarCurrentValue(1, SCCurrentLife, true); TimerStart (SCTimer,60, false,1); if(StartNum10) BossMoveToPoint(Point(120,145),1); if(StartNum59 &ModI(StartNum,60)=0) UnitSetFacing(BossUnit,AngleBetweenPoints(UnitGetPosition(BossUnit),UnitGetPosition(PlayerUnit),0); CreateBullet(1,BulletEnemyNukeSignal,2,1,UnitGetPosition(PlayerUnit),0,0,0,0,7,0,0); Fparam1=PointGetX(UnitGetPosition(PlayerUnit); Fparam2=PointGetY(UnitGetPosition(PlayerUnit); if(StartNum59 &ModI(StartNum,60)=10) SoundPlay(SoundLink (EnemyShoot, 0),PlayerGroupAll(),100,0); CreateBullet(1,BulletEnemyMissile3,2,2,UnitGetPosition(BossUnit),UnitGetFacing(BossUnit),0.6,0.6,0,6,Fparam1,Fparam2); if(StartNum59 &ModI(StartNum,27)=0) i=0; while(i59 &ModI(StartNum,60)=20) UnitSetFacing(BossUnit,270,0); Fparam1=RandomFixed(115,125); Fparam2=RandomFixed(140,145); if(StartNum59 &ModI(StartNum,60)20) BossMoveToPoint(Point(Fparam1,Fparam2),0.3); if(StageState=3) if(StartNum=0) DisplaySCImage(NitoriSC.dds); SoundPlay(SoundLink (SCStart, 0),PlayerGroupAll(),100,0); SCCurrentLife=2600; SCMaxLife=2600; libNtve_gf_SetBossBarMaximumValue(1, SCMaxLife, true); libNtve_gf_SetBossBarCurrentValue(1, SCCurrentLife, true); TimerStart (SCTimer,60, false,1); if(StartNum10) BossMoveToPoint(Point(120,145),1); if(ModI(StartNum,26)=0) SoundPlay(SoundLink (EnemyShoot, 0),PlayerGroupAll(),100,0); UnitSetFacing(BossUnit,AngleBetweenPoints(UnitGetPosition(BossUnit),UnitGetPosition(PlayerUnit),0); while(i30 & StartNum35 & StartNum40 & StartNum45 & StartNum110 & StartNum160 & ModI(StartNum,10)=0) SoundPlay(SoundLink (Laser, 0),PlayerGroupAll(),100,0); i=StartNum/10-11; CreateBullet(1,BulletEnemyLaser1,2,2,Point(115+i,145),270,0.5,900,0,0,0,0); CreateBullet(1,BulletEnemyLaser1,2,2,Point(125-i,145),270,0.5,900,0,0,0,0); if(StartNum=180) StartNum=10; if(StageState=4) if(StartNum=0) DisplaySCImage(NitoriSC.dds); SoundPlay(SoundLink (SCStart, 0),PlayerGroupAll(),100,0); SCCurrentLife=1; SCMaxLife=1; BossCollis=-5; libNtve_gf_SetBossBarMaximumValue(1, SCMaxLife, true); libNtve_gf_SetBossBarCurrentValue(1, SCCurrentLife, true); TimerStart (SCTimer,30, false,1); Iparam1=0; if(ModI(StartNum,50-Iparam1)=10) Fparam1=PointGetX(UnitGetPosition(PlayerUnit); if(Iparam120 &ModI(StartNum,60-Iparam1)0 & ModI(StartNum,15)=0) SoundPlay(SoundLink (EnemyShoot, 0),PlayerGroupAll(),100,0); fparam1=AngleBetweenPoints(UnitGetPosition(BossUnit),UnitGetPosition(PlayerUnit); while(i36) CreateBullet(1,BulletEnemyBall,2,2,UnitGetPosition(BossUnit),i*10+fparam1,0.6,0,0,0,0,0); i=i+1; if(StageState=5) if(StartNum=0) DisplaySCImage(NitoriSC.dds); SoundPlay(SoundLink (SCStart, 0),PlayerGroupAll(),100,0); BossCollis=2; SCCurrentLife=2000; SCMaxLife=2000; libNtve_gf_SetBossBarMaximumValue(1, SCMaxLife, true); libNtve_gf_SetBossBarCurrentValue(1, SCCurrentLife, true); TimerStart (SCTimer,60, false,1); i

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