Beispiel #1
0
        public void Init()
        {
            var achievementsNodeBank = Rm_RPGHandler.Instance.Nodes.AchievementsNodeBank;

            foreach (var achievementTree in achievementsNodeBank.NodeTrees)
            {
                var achievementInfoNode = achievementTree.Nodes.FirstOrDefault(n => n is AchievementStartNode);
                var id          = achievementTree.ID;
                var name        = (string)achievementInfoNode.ValueOf("Name");
                var description = (string)achievementInfoNode.ValueOf("Description");
                var spritePath  = (string)achievementInfoNode.ValueOf("Image");
                var hasProgress = (bool)achievementInfoNode.ValueOf("Has Progress?");
                var achievement = new Achievement(id, name, spritePath, description, 1)
                {
                    HasProgress = hasProgress
                };
                if (achievement.HasProgress)
                {
                    var nodeTree         = Rm_RPGHandler.Instance.Nodes.AchievementsNodeBank.NodeTrees.FirstOrDefault(n => n.ID == achievement.ID);
                    var maxProgressChain = new NodeChain(nodeTree, typeof(AchievementMaxProgress));
                    while (!maxProgressChain.Done)
                    {
                        maxProgressChain.Evaluate();
                    }

                    achievement.Progress.TargetValue = maxProgressChain.IntValue;
                }

                Achievements.Add(achievement);
            }
        }
        private IEnumerator CheckAchievement(Achievement achievement)
        {
            checkingAchievements = true;
            bool completed = false;

            //todo: optimise the achievement checking

            var nodeTree = Rm_RPGHandler.Instance.Nodes.AchievementsNodeBank.NodeTrees.FirstOrDefault(n => n.ID == achievement.ID);

            if (nodeTree != null)
            {
                var nodeChain = new NodeChain(nodeTree, typeof(AchievementStartNode));
                while (!nodeChain.Done)
                {
                    nodeChain.Evaluate();
                    yield return(null);
                }

                if (achievement.HasProgress)
                {
                    var minProgressChain = new NodeChain(nodeTree, typeof(AchievementMinProgress));
                    while (!minProgressChain.Done)
                    {
                        minProgressChain.Evaluate();
                        yield return(null);
                    }

                    achievement.Progress.CurrentValue = minProgressChain.IntValue;
                }


                if (nodeChain.CurrentNode is AchievementEndNode)
                {
                    completed = true;
                }
            }

            if (completed)
            {
                CompleteAchievement(achievement);
            }
            checkingAchievements = false;
        }
Beispiel #3
0
        void Update()
        {
            Interacting = DialogNodeChain != null;

            if (DialogNodeChain != null)
            {
                if (DialogNodeChain.Done)
                {
                    EndDialog();
                }
                else
                {
                    if (!(DialogNodeChain.CurrentNode is DialogNode))
                    {
                        DialogNodeChain.Evaluate();
                        CheckForUpdate();
                    }
                }
            }
        }
Beispiel #4
0
        public void BeginQuestDialog(string nodeTreeId, InteractiveObjectMono dialogObject = null, bool isQuest = false, string questId = "")
        {
            var nodeTree = Rm_RPGHandler.Instance.Nodes.DialogNodeBank.NodeTrees.FirstOrDefault(n => n.ID == nodeTreeId);

            if (nodeTree != null)
            {
                if (isQuest)
                {
                    EvaluatingQuestDialog     = true;
                    EvaluatingQuestID         = questId;
                    PostQuestEvaluationNodeID = string.IsNullOrEmpty(CurrentNode.NextNodeLinks[0].ID) ? null : CurrentNode.NextNodeLinks[0].ID;
                }

                var nodeChain = new NodeChain(nodeTree, typeof(DialogStartNode));
                OldNodeChain    = DialogNodeChain;
                DialogNodeChain = nodeChain;
                DialogNodeChain.Evaluate();
            }
            //CheckForUpdate();
        }
        public void ScaleStats()
        {
            var statScalingTree = Rm_RPGHandler.Instance.Nodes.StatScalingTree;

            for (int i = 0; i < Stats.Count; i++)
            {
                var stat          = Stats[i];
                var statBaseValue = stat.BaseValue;
                var nodeChain     = new NodeChain(statScalingTree, typeof(CombatStartNode), stat.ID)
                {
                    Combatant = this, FloatValue = statBaseValue
                };

                while (!nodeChain.Done)
                {
                    nodeChain.Evaluate();
                }

                stat.ScaledBaseValue = nodeChain.FloatValue;
            }
            var vitalScalingTree = Rm_RPGHandler.Instance.Nodes.VitalScalingTree;

            for (int i = 0; i < Vitals.Count; i++)
            {
                var vital        = Vitals[i];
                int vitBaseValue = vital.BaseValue;

                var nodeChain = new NodeChain(vitalScalingTree, typeof(CombatStartNode), vital.ID)
                {
                    Combatant = this, IntValue = vitBaseValue
                };

                while (!nodeChain.Done)
                {
                    nodeChain.Evaluate();
                }

                vital.ScaledBaseValue = (int)nodeChain.IntValue;
            }
        }
Beispiel #6
0
        public void CheckResponses()
        {
            _responses = new List <PlayerResponseNode>();
            if (DialogNodeChain != null)
            {
                GetObject.PlayerMono.Controller.Interacting = true;

                if (CurrentNode is DialogNode)
                {
                    var npcResponseNode = CurrentNode as DialogNode;


                    foreach (var nextPoint in npcResponseNode.NextNodeLinks.Where(n => !string.IsNullOrEmpty(n.ID)))
                    {
                        var node = DialogNodeChain.GetNode(nextPoint.ID);
                        if (node is PlayerResponseNode)
                        {
                            var playerReponseNode = node as PlayerResponseNode;
                            _responses.Add(playerReponseNode);
                        }
                        else
                        {
                            var subChain = new NodeChain(DialogNodeChain, node.ID);
                            while (!(subChain.CurrentNode is PlayerResponseNode) && subChain.CurrentNode != null)
                            {
                                subChain.Evaluate();
                            }

                            if (subChain.CurrentNode is PlayerResponseNode)
                            {
                                var playerReponseNode = subChain.CurrentNode as PlayerResponseNode;
                                _responses.Add(playerReponseNode);
                            }
                        }
                    }
                }
            }
        }
Beispiel #7
0
        public void BeginDialog(string nodeTreeId, InteractiveObjectMono dialogObject = null)
        {
            if (DialogNodeChain != null)
            {
                EndDialog();
            }
            DialogNpc = dialogObject ?? InteractiveObjectMono.CurrentInteraction;

            //Debug.Log(nodeTreeId);
            var nodeTree = Rm_RPGHandler.Instance.Nodes.DialogNodeBank.NodeTrees.FirstOrDefault(n => n.ID == nodeTreeId);

            if (nodeTree != null)
            {
                var nodeChain = new NodeChain(nodeTree, typeof(DialogStartNode));
                DialogNodeChain = nodeChain;
                DialogNodeChain.Evaluate();
            }
            else
            {
                EndDialog();
            }

            CheckForUpdate();
        }