Beispiel #1
0
        /// <summary>
        /// コンストラクタ
        /// マスターデータを登録します
        /// </summary>
        /// <param name="datas">csvによるstring配列データ</param>
        public ClientBuilder(string[] datas)
        {
            id        = int.Parse(datas[0]);
            name      = datas[1];
            modelId   = datas[2];
            spc       = int.Parse(datas[3]);
            dex       = int.Parse(datas[4]);
            level     = int.Parse(datas[5]);
            questType = (QuestType)Enum.Parse(typeof(QuestType), datas[6]);
            int i = 7;

            for (; datas[i] != "end"; i++)
            {
                massage.Add(datas[i]);
            }
            i++;

            for (; datas[i] != "end"; i++)
            {
                underTookMassage.Add(datas[i]);
            }
            i++;

            for (; datas[i] != "end"; i++)
            {
                clearedMassage.Add(datas[i]);
            }
        }
Beispiel #2
0
 public static IQuest getTypeQuest(QuestType type, FlagList flags, Client client)
 {
     switch (type)
     {
     case EXTERMINATION: return(new ExterminationQuest(flags, client));
     }
     throw new System.ArgumentException("unkown QuestType");
 }
Beispiel #3
0
        public static IMissionBuilder getRandomMission(int baseLevel)
        {
            var       types    = Enum.GetValues(typeof(QuestType));
            int       typeRand = UnityEngine.Random.Range(0, types.Length);
            QuestType type     = (QuestType)types.GetValue(typeRand);

            switch (type)
            {
            case EXTERMINATION: return(new ExterminationMissonBuilder(baseLevel));
            }
            throw new NotSupportedException("unkown QuestType");
        }
Beispiel #4
0
        public Client(int id, Dictionary <FriendlyAbility, int> abilities, int level, Vector3 pos, Quaternion rotate)
        {
            this.id        = id;
            this.level     = level;
            this.abilities = new Dictionary <FriendlyAbility, int>(abilities);

            var builder = ClientMasterManager.getInstance().getClientBuilderFromId(id);

            this.NAME               = builder.getName();
            this.MASSAGES           = builder.getMassges();
            this.UNDERTOOK_MASSAGES = builder.getUnderTookMassges();
            this.CLEAR_MASSAGES     = builder.getClearedMassges();
            this.QUEST_TYPE         = builder.getQuestType();
            this.UNIQUE_ID          = UniqueIdCreator.creatUniqueId();
            var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId());

            container = MonoBehaviour.Instantiate(modelPrefab, pos, rotate).GetComponent <Container>();
            container.setCharacter(this);

            needTown = true;
        }
Beispiel #5
0
        public Client(ClientBuilder builder, Town livingTown)
        {
            this.id                 = builder.getId();
            this.NAME               = builder.getName();
            this.MASSAGES           = builder.getMassges();
            this.UNDERTOOK_MASSAGES = builder.getUnderTookMassges();
            this.CLEAR_MASSAGES     = builder.getClearedMassges();
            this.level              = builder.getLevel();
            this.QUEST_TYPE         = builder.getQuestType();
            this.abilities.Add(DEX, builder.getDex());
            this.abilities.Add(SPC, builder.getSpc());
            this.UNIQUE_ID = UniqueIdCreator.creatUniqueId();

            var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId());

            container = MonoBehaviour.Instantiate(modelPrefab).GetComponent <Container>();
            container.setCharacter(this);

            this.livingTown = livingTown;

            needTown    = true;
            isActivated = true;
        }