Beispiel #1
0
    private static GameInformation information; //= new GameInformation();
    void Awake()
    {
        //Debug.Log("GameInformaiton Awake start");
        if (information == null)
        {
            DontDestroyOnLoad(gameObject);
            information = this;
            //might have to move the following to out of this if, hope not the, since it would be easy to force to leave the game if an update
            //items
            RPGItemDatabase.BuildItemDatabases();
            //armors

            //weapons

            //static npcs

            //skills
        }
        else if (information != this)
        {
            Destroy(gameObject);
        }
        //monsters

        //Debug.Log("GameInformaiton Awake end");
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        RPGItem item = RPGItemDatabase.GetItem(1);

        if (item != null)
        {
            Debug.Log(string.Format("Item ID:{0},Item Name:{1},Item Desc{2}", item.ItemID, item.itemName, item.itemDesc));
        }
        item = RPGItemDatabase.GetItem(2);
        if (item != null)
        {
            Debug.Log(string.Format("Item ID:{0},Item Name:{1},Item Desc{2}", item.ItemID, item.itemName, item.itemDesc));
        }
    }
Beispiel #3
0
    public void ButtonWork(int num)
    {
        switch (num)
        {
        case (0):     //attack
            targetView = true;
            playerChoice.gameObject.SetActive(false);
            BattleStateMachine.usedSkill    = GameInformation.PlayerSkills[0];
            BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects;
            break;

        case (1):     //defend
            targetView = true;
            playerChoice.gameObject.SetActive(false);
            BattleStateMachine.usedSkill    = GameInformation.PlayerSkills[1];
            BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects;
            break;

        case (2):     //skills
            attack.gameObject.SetActive(false);
            defend.gameObject.SetActive(false);
            skills.gameObject.SetActive(false);
            items.gameObject.SetActive(false);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(false);
            }
            untarget.gameObject.SetActive(false);
            skillItem.gameObject.SetActive(true);
            //Debug.Log("before loop: " + GameInformation.PlayerSkills.Count);
            for (int i = 0; i < toggle.Length; i++)
            {
                //Debug.Log("i: " + i + " i+2: " + (i + 2));
                if (GameInformation.PlayerSkills.Count <= (i + 2))
                {
                    break;
                }
                else if (GameInformation.PlayerSkills[i + 2].SkillID > 0)
                {
                    toggle[i].gameObject.SetActive(true);
                    skillToUse[i] = GameInformation.PlayerSkills[i + 2];
                    label[i].text = skillToUse[i].SkillName;
                }
            }
            break;

        case (3):     //items
            attack.gameObject.SetActive(false);
            defend.gameObject.SetActive(false);
            skills.gameObject.SetActive(false);
            items.gameObject.SetActive(false);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(false);
            }
            untarget.gameObject.SetActive(false);
            skillItem.gameObject.SetActive(true);
            for (int i = 0; i < toggle.Length; i++)
            {
                int j = 0;
                //Debug.Log("i: " + i + " i+2: " + (i + 2));
                if (GameInformation.items.Length <= j)
                {
                    break;
                }
                else if (GameInformation.items[j] > 0)
                {
                    BaseInvoItems useItem = new BaseInvoItems();
                    useItem = RPGItemDatabase.FetchItemByID(GameInformation.items[j]);
                    if (useItem.InventoryBattle)
                    {
                        j++;
                        //need to make a skill data base
                        skillToUse[j] = skillToUse[j];
                        toggle[j].gameObject.SetActive(true);
                    }
                    else
                    {
                    }

                    skillToUse[i] = GameInformation.PlayerSkills[i + 2];
                    label[i].text = skillToUse[i].SkillName;
                }
            }
            break;

        case (4):     //escape
            attack.gameObject.SetActive(false);
            defend.gameObject.SetActive(false);
            skills.gameObject.SetActive(false);
            items.gameObject.SetActive(false);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(false);
            }
            untarget.gameObject.SetActive(false);
            EscapePanel.gameObject.SetActive(true);
            break;

        case (5):     //untarget
            targetView = false;
            playerChoice.gameObject.SetActive(false);
            break;

        case (6):     //use
            targetView = true;
            skillItem.gameObject.SetActive(false);
            toggle.Initialize();
            use.gameObject.SetActive(false);
            BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects;
            break;

        case (7):     //back
            attack.gameObject.SetActive(true);
            defend.gameObject.SetActive(true);
            skills.gameObject.SetActive(true);
            items.gameObject.SetActive(true);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(true);
            }
            untarget.gameObject.SetActive(true);
            skillItem.gameObject.SetActive(false);
            break;

        case (8):     //Escape yes

            break;

        case (9):     //Escape no
            attack.gameObject.SetActive(true);
            defend.gameObject.SetActive(true);
            skills.gameObject.SetActive(true);
            items.gameObject.SetActive(true);
            if (!BattleInfomation.Scriptable)
            {
                escape.gameObject.SetActive(true);
            }
            untarget.gameObject.SetActive(true);
            EscapePanel.gameObject.SetActive(false);
            break;

        default:
            break;
        }
    }