public override void Load() { instance = this; skill1 = RegisterHotKey("Skill 1", "F2"); skill2 = RegisterHotKey("Skill 2", "F3"); skill3 = RegisterHotKey("Skill 3", "F4"); skill4 = RegisterHotKey("Skill 4", "F5"); skill5 = RegisterHotKey("Skill 5", "F6"); skill6 = RegisterHotKey("Skill 6", "F7"); skill7 = RegisterHotKey("Skill 7", "F8"); skill8 = RegisterHotKey("Skill 8", "F9"); skillsList = new SkillsList(); if (!Main.dedServ) { mutationInterface = new UserInterface(); geneInterface = new UserInterface(); mutationBar = new MutationBar(); mutationBar.Activate(); mutationInterface.SetState(mutationBar); geneUI = new GeneUI(); geneUI.Activate(); } am = new AttributeManager(); }
public AgentLivingIndigo() : base() { AgentsRangeOfView = 20; #region Adding skills SkillsList.Add(Skills.Woodcutting); SkillsList.Add(Skills.Gathering); SkillsList.Add(Skills.Communicationing); SkillsList.Add(Skills.CampConstructing); #endregion #region Adding needs NeedFromCharacteristic.Add(CurrentState.Peacefulness, Needs.NeedAttack); NeedFromCharacteristic.Add(CurrentState.Health, Needs.NeedRest); NeedFromCharacteristic.Add(CurrentState.FoodSatiety, Needs.NeedEat); NeedFromCharacteristic.Add(CurrentState.Stamina, Needs.NeedRest); NeedFromCharacteristic.Add(CurrentState.Strenght, Needs.NeedRest); NeedFromCharacteristic.Add(CurrentState.WaterSatiety, Needs.NeedDrink); #endregion }
private static void Game_OnGameLoad(EventArgs args) { Console.WriteLine("Mata View - Rework is Loaded 2.0.0.0 [May, 9]"); var menu = new MenuList(); var skill = new SkillsList(); var detect = new DetectMain(); }
public override void Unload() { am = null; mutationBar = null; geneUI = null; skillsList = null; skill1 = null; skill2 = null; skill3 = null; skill4 = null; skill5 = null; skill6 = null; skill7 = null; skill8 = null; }
public void loadLists(MerkatoDbContext context) { SelectListItem all = new SelectListItem() { Text = "(All)", Value = "0" }; ClientList = context.Client.Select(p => new SelectListItem() { Text = p.ClientName, Value = p.Id.ToString() }).ToList(); OutletList = context.Outlet.Select(p => new SelectListItem() { Text = p.Name, Value = p.Id.ToString() }).ToList(); GenderList = context.Gender.Select(p => new SelectListItem() { Text = p.Name, Value = p.Id.ToString() }).ToList(); GenderList.Add(all); SkillsList = context.SkillsProficiency.Select(p => new SelectListItem() { Text = p.Name, Value = p.Id.ToString() }).ToList(); SkillsList.Add(all); LanguageList = context.LanguageProficiency.Select(p => new SelectListItem() { Text = p.Name, Value = p.Id.ToString() }).ToList(); LanguageList.Add(all); GradeList = context.AgentGrade.Select(p => new SelectListItem() { Text = p.Name, Value = p.Id.ToString() }).ToList(); GradeList.Add(all); var query = (from PM in context.ProductMechanism join M in context.Mechanism on PM.MechanismId equals M.Id select new { ProductMechanism = PM, Mechanism = M }) .Select(p => new MechanismModel { Name = p.Mechanism.Name, Id = p.ProductMechanism.MechanismId }).ToList(); MechanismList = query.Select(p => new SelectListItem() { Text = p.Name, Value = p.Id.ToString() }).ToList(); }
public void Call(int skillIndex) { if (skillIndex > skills.Count) { Debug.LogError("Skill index out of range. Please, take a look on BindinsController.cs"); return; } Vector3? mouseProjected = getMouseProjectedPosition(); SkillsList skillType = skills[skillIndex]; switch (skillType) { case SkillsList.empty: Debug.Log("Call empty skill"); break; case SkillsList.walk: this.walkSkill.mouseProjected = mouseProjected; this.walkSkill.DoAction(); break; case SkillsList.flameDash: this.flamedashSkill.mouseProjected = mouseProjected; this.flamedashSkill.DoAction(); break; case SkillsList.throwArrow: this.attackBase.mouseProjected = mouseProjected; this.throwArrowSkill.mouseProjected = mouseProjected; this.throwArrowSkill.pfArrow = pfArrow; this.attackBase.DoActionBeforeCallback(this.throwArrowSkill); break; default: Debug.Log("Call default enum"); break; } }
void Start() { sl = GetComponent <SkillsList>(); }
public static void LoadQuests() { using (SQLiteConnection conn = new SQLiteConnection("Data Source=greyflare.db")) { conn.Open(); SQLiteCommand cmd = conn.CreateCommand(); cmd.CommandText = "SELECT * FROM Quests"; using (SQLiteDataReader rdr = cmd.ExecuteReader()) { while (rdr.Read()) { string name = rdr[1].ToString(); string desc = rdr[2].ToString(); string rqstring = rdr[3].ToString(); List <Quest> rqList = new List <Quest>(); string[] splstring = new string[] { "<>" }; if (rqstring != string.Empty) { string[] split = rqstring.Split(splstring, StringSplitOptions.RemoveEmptyEntries); foreach (string s in split) { rqList.Add(QuestList.Find(x => x.QuestName == s)); } } string rsstring = rdr[4].ToString(); List <Skill> rsList = new List <Skill>(); if (rsstring != string.Empty) { string[] split = rsstring.Split(splstring, StringSplitOptions.RemoveEmptyEntries); foreach (string s in split) { rsList.Add(SkillsList.Find(x => x.SkillName == s)); } } string ristring = rdr[5].ToString(); List <GameItem> riList = new List <GameItem>(); if (ristring != string.Empty) { string[] split = ristring.Split(splstring, StringSplitOptions.RemoveEmptyEntries); foreach (string s in split) { riList.Add(ItemList[s]); } } string rwstring = rdr[6].ToString(); List <GameItem> rwList = new List <GameItem>(); if (rwstring != string.Empty) { string[] split = rwstring.Split(splstring, StringSplitOptions.RemoveEmptyEntries); foreach (string s in split) { rwList.Add(ItemList[s]); } } bool iscomp = false; if (rdr[7].ToString() == "true") { iscomp = true; } QuestList.Add(new Quest(name, desc, rqList, rsList, riList, rwList, iscomp)); } } } }