private void SetPlayerImg()
 {
     if (gameData.player.avatarSprite == null)
     {
         var spriteAssetData = new SpriteAssetData("Player", playerSpriteIndex);
         gameData.player.spriteAssetData = spriteAssetData;
         gameData.player.avatarSprite    = playerImg.sprite;
     }
     playerImg.sprite = gameData.player.avatarSprite;
 }
    public void NextImg()
    {
        var playerSpriteList = gameData.assetData.PlayerList;

        playerSpriteIndex++;
        if (playerSpriteIndex >= playerSpriteList.Count)
        {
            playerSpriteIndex = 0;
        }

        var spriteAssetData = new SpriteAssetData("Player", playerSpriteIndex);

        playerImg.sprite = gameData.assetData.getSprite(spriteAssetData);
        gameData.player.spriteAssetData = spriteAssetData;
        gameData.player.avatarSprite    = gameData.assetData.getSprite(spriteAssetData);
    }
Beispiel #3
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    public Player(AssetData assetData, SavePlayerData sp)
    {
        this.Name    = sp.Name;
        this.TotalHP = sp.TotalHP;
        this.HP      = sp.HP;
        this.Level   = sp.Level;
        this.XP      = sp.XP;

        this.spriteAssetData = sp.spriteAssetData;

        this.avatarSprite   = assetData.getSprite(sp.spriteAssetData);
        this.itemList       = sp.itemList;
        this.usableItemList = sp.usableItemList;
        this.weapon         = sp.weapon;
        this.armor          = sp.armor;
    }
Beispiel #4
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    public Player(AssetData assetData)
    {
        this.Name    = "Player";
        this.TotalHP = 100;
        this.HP      = this.TotalHP;
        this.Level   = 1;
        this.XP      = 0;

        this.spriteAssetData = new SpriteAssetData("Player", 0);
        this.avatarSprite    = assetData.getSprite(this.spriteAssetData);

        itemList = new List <Item> ();

        itemList.Add(ItemFactory.getHealingPotion(assetData));
        itemList.Add(ItemFactory.getRegenPotion(assetData));
        itemList.Add(ItemFactory.getGrenade(assetData));
        itemList.Add(ItemFactory.getPoison(assetData));
    }
        public static CustomPackInfo CreateCustomPack(
            SerializedAssets.Transaction assets,
            string id,
            string name,
            string coverImagePath
            )
        {
            CustomPackInfo res = new CustomPackInfo();

            var texture    = Texture2DAssetData.CoverFromImageFile(coverImagePath, id, true);
            var texturePtr = assets.AppendAsset(texture);
            var sprite     = SpriteAssetData.CreateCoverSprite(assets, texturePtr, id);
            var spPtr      = assets.AppendAsset(sprite);

            res.collection = assets.AppendAsset(new MonoBehaviorAssetData()
            {
                data   = new LevelCollectionBehaviorData(),
                name   = id + "Collection",
                script = assets.scriptIDToScriptPtr[LevelCollectionBehaviorData.ScriptID]
            });

            res.pack = assets.AppendAsset(new MonoBehaviorAssetData()
            {
                data = new LevelPackBehaviorData()
                {
                    packName               = name,
                    packID                 = id + "Pack",
                    isPackAlwaysOwned      = true,
                    beatmapLevelCollection = res.collection,
                    coverImage             = spPtr,
                },
                name   = id + "Pack",
                script = assets.scriptIDToScriptPtr[LevelPackBehaviorData.ScriptID]
            });

            return(res);
        }
Beispiel #6
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    public Sprite getSprite(SpriteAssetData assetData)
    {
        List <Sprite> spriteList;

        switch (assetData.sheetName)
        {
        case "Player":
            spriteList = PlayerList;
            break;

        case "Demon":
            spriteList = DemonList;
            break;

        case "Elemental":
            spriteList = ElementalList;
            break;

        case "Humanoid":
            spriteList = HumanoidList;
            break;

        case "Reptile":
            spriteList = ReptileList;
            break;

        case "Undead":
            spriteList = UndeadList;
            break;

        case "Misc":
            spriteList = MiscList;
            break;

        case "Pest":
            spriteList = PestList;
            break;

        case "Quad":
            spriteList = QuadList;
            break;

        case "Armor":
            spriteList = ArmorList;
            break;

        case "Chest":
            spriteList = ChestList;
            break;

        case "LongWep":
            spriteList = LongWepList;
            break;

        case "MedWep":
            spriteList = MedWepList;
            break;

        case "ShortWep":
            spriteList = ShortWepList;
            break;

        case "Potion":
            spriteList = PotionList;
            break;

        default:
            spriteList = DemonList;
            break;
        }

        if (assetData.index < spriteList.Count)
        {
            return(spriteList [assetData.index]);
        }
        return(null);
    }