public void SavePlayerRpg(SerialPlayerRpg spr, string playerName) { string playerId = QueryReady(GetPlayerId(playerName)); using (IDbConnection dbconn = new SqliteConnection(connectionString)) { dbconn.Open(); using (IDbCommand dbcmd = dbconn.CreateCommand()) { string sqlQuery = "UPDATE Characters" + " SET CName=" + QueryReady(spr.cName) + ", Yang=" + QueryReady(spr.yang) + ", Level=" + QueryReady(spr.level) + ", Exp=" + QueryReady(spr.exp) + ", StatusPoints=" + QueryReady(spr.sPoints) + ", StatusPointsTab=" + QueryReady(spr.sPointsTab) + ", CurrentHp=" + QueryReady(spr.cHp) + ", CurrentEnergy=" + QueryReady(spr.cEn) + ", CurrentStamina=" + QueryReady(spr.cSt) + ", BaseVit=" + QueryReady(spr.bVit) + ", BaseInt=" + QueryReady(spr.bInt) + ", BaseStr=" + QueryReady(spr.bStr) + ", BaseDex=" + QueryReady(spr.bDex) + " WHERE IdC=" + playerId; dbcmd.CommandText = sqlQuery; dbcmd.ExecuteNonQuery(); } } }
private void CmdSerializePlayerRpg(string cName, long yang, int level, long exp, int sPoints, string sPointsTab, float cHp, float cEn, float cSt, int bVit, int bInt, int bStr, int bDex, string playerName) { SerialPlayerRpg spr = new SerialPlayerRpg(cName, yang, level, exp, sPoints, sPointsTab, cHp, cEn, cSt, bVit, bInt, bStr, bDex); SerializationDatabase.instance.databaseControl.SavePlayerRpg(spr, playerName); }
public void CallRpcLoadPlayerRpgFromDatabase(SerialPlayerRpg spr, string playerName) { if (isServer) { RpcLoadPlayerRpgFromDatabase(spr.cName, spr.yang, spr.level, spr.exp, spr.sPoints, spr.sPointsTab, spr.cHp, spr.cEn, spr.cSt, spr.bVit, spr.bInt, spr.bStr, spr.bDex, playerName); } }
public void CallCmdSerializePlayerRpg() { if (isLocalPlayer) { SerialPlayerRpg spr = GlobalSerialization.SerializePlayerRpg(GetComponent <PlayerRpg>()); CmdSerializePlayerRpg(spr.cName, spr.yang, spr.level, spr.exp, spr.sPoints, spr.sPointsTab, spr.cHp, spr.cEn, spr.cSt, spr.bVit, spr.bInt, spr.bStr, spr.bDex, GetComponent <PlayerRpg>().playerName); } }
public void SetupSerializedValues(SerialPlayerRpg spr) { CmdSetName(spr.cName); Yang = spr.yang; Level = spr.level; RefreshMaxExp(); Exp = spr.exp; StatusPoints = spr.sPoints; spAcquisitionTable = GlobalSerialization.DeserializeSpAquisitionTable(spr.sPointsTab); BaseVit = spr.bVit; BaseInt = spr.bInt; BaseStr = spr.bStr; BaseDex = spr.bDex; CalculateStatsDerivatives(); CmdManipulateHealth(spr.cHp); Energy = spr.cEn; Stamina = spr.cSt; }
public SerialPlayerRpg LoadPlayerRpg(string playerName) { string playerId = QueryReady(GetPlayerId(playerName)); SerialPlayerRpg spr = null; using (IDbConnection dbconn = new SqliteConnection(connectionString)) { dbconn.Open(); using (IDbCommand dbcmd = dbconn.CreateCommand()) { string sqlQuery = "SELECT CName, Yang, Level, Exp, StatusPoints, StatusPointsTab, CurrentHp," + " CurrentEnergy, CurrentStamina, BaseVit, BaseInt, BaseStr, BaseDex" + " FROM Characters WHERE IdC=" + playerId; dbcmd.CommandText = sqlQuery; using (IDataReader reader = dbcmd.ExecuteReader()) { while (reader.Read()) { string cname = reader.GetString(0); long yang = reader.GetInt64(1); int lvl = reader.GetInt32(2); long exp = reader.GetInt64(3); int spoints = reader.GetInt32(4); string spointstab = reader.GetString(5); float chp = reader.GetFloat(6); float cen = reader.GetFloat(7); float cst = reader.GetFloat(8); int bvit = reader.GetInt32(9); int bint = reader.GetInt32(10); int bstr = reader.GetInt32(11); int bdex = reader.GetInt32(12); spr = new SerialPlayerRpg(cname, yang, lvl, exp, spoints, spointstab, chp, cen, cst, bvit, bint, bstr, bdex); } } } } return(spr); }
public static void DeserializePlayerRpg(SerialPlayerRpg serialPlayer, PlayerRpg player) { player.SetupSerializedValues(serialPlayer); }