public void createButton() { string nick = GameObject.Find ("Canvas/CreatePanel/NickInput/Text").GetComponent<Text> ().text; if (nick.Length < 3 || Service.db.SelectCount ("FROM characters WHERE name = ?", nick) != 0) { return; } int inicialHealth = 270; int inicialMana = 130; CharacterData character = new CharacterData { name = nick, model = "male_01", position = "", level = 1, health = inicialHealth, maxHealth = inicialHealth, mana = inicialMana, maxMana = inicialMana, money = 234670, id = Service.db.Id(1) }; bool sucess = character.create(); if (sucess) { Menu.Instance.showPanel("MainPanel"); } else { Debug.Log("Something went wrong"); } }
internal CharacterMatchData() { Data = null; Pallete = 0; PlayerNumber = 0; SpawnedInstance = null; }
public void AddBlocks(bool[] blocks, CharacterData characterData) { var eyeInBadCondition = manager.GetEyeRoom().GetScoreNegative(); for (var i = 0; i < blocks.Length; i++) { if (blocks[i]) { /* * Check if we have enough spare blocks in the queue * otherwise we'll need to make some more. */ if (_blockQueue.Count == 0) QueueUpNewBarBlocks(3); var block = _blockQueue.Dequeue(); block.characterData = characterData; // Chance to be bad if (-eyeInBadCondition > Random.Range(0.0f, 1.0f)) block.newColor = Color.white; _blocksToAdd.Enqueue(block); } else { // We add null here so that we can use it as a placeholder for // an empty block in the column. _blocksToAdd.Enqueue(null); } } }
public void InitEntry(int index) { if (index < enemies.Count) enemies[index] = new CharacterData(); else Debug.Log("index does not exist!"); }
void SetupRenderer(CharacterData data) { CharacterView = data.CharacterView.Instantiate(); CharacterView.name = "Skeleton"; CharacterView.transform.SetParent(transform, false); CharacterView.transform.localPosition = Vector3.zero; }
public CharacterData getClone () { CharacterData characterToReturn = new CharacterData ( myID, name, position[0], position[1], characterValues[CHARACTER_ACTION_TYPE_POWER], characterValues[CHARACTER_ACTION_TYPE_DAMAGE], characterValues[CHARACTER_ACTION_TYPE_RANGE], characterValues[CHARACTER_ACTION_TYPE_AREA], characterValues[CHARACTER_ACTION_TYPE_ATTACK_RATE], characterValues[CHARACTER_ACTION_TYPE_BUILD_RATE], characterValues[CHARACTER_ACTION_TYPE_DEMOLISH_RATE], characterValues[CHARACTER_ACTION_TYPE_RAPAIR_RATE], characterValues[CHARACTER_ACTION_TYPE_RESCUING] ); return characterToReturn; }
public override void Awake() { base.Awake(); atkAnimKeyFrame = 14; CharacterData tempData = new CharacterData(new Hashtable(){{"type","pet"},{"hp",1000},{"mspd",170},{"aspd",0},{"atk",0},{"def",30},{"rewardCoins",0},{"rewardExp",0},{"cstk",0},{"evd",0},{"stk",0}}); initData(tempData); hideHpBar(); }
public static GameObject createEnemyByType(string type, Vector3 pos) { GameObject pref = CacheMgr.getEnemyPrb (type) as GameObject;//Resources.Load("enemies/enemy"+type); GameObject enemyObj = Instantiate (pref, pos, new Quaternion (0, 0, 0, 0)) as GameObject; Enemy enemyDoc = enemyObj.GetComponent<Enemy> (); CharacterData characterD = new CharacterData (EnemyDataLib.instance [type] as Hashtable); enemyDoc.initData (characterD); return enemyObj; }
private void wizardPageContainer1_Finished(object sender, EventArgs e) { CharacterData cd = new CharacterData(); if (this.comboBox1.SelectedIndex == 0) cd.isMale = true; else cd.isMale = false; cd.Name = this.textBox1.Text; Plr = cd; Close(); }
public static Character Create(CharacterData character) { var go = GameObject.Instantiate(PrefabSettings.main.characterDisplayPrefab); go.name = character.name; var component = go.GetComponent<Character>(); component.characterData = character; return component; }
internal CharacterMatchData(CharacterData data, int pallete) { if (data == null) throw new ArgumentNullException("data"); if (data.AlternativeCount <= 0) throw new ArgumentException("A Character Data must have at least one pallete choice."); pallete = Mathf.Clamp(pallete, 0, data.AlternativeCount - 1); Data = data; Pallete = pallete; }
public static SingleGoalDisplay Create(CharacterData goalCharacter) { var go = GameObject.Instantiate(PrefabSettings.main.singleGoalDisplayPrefab); go.name = goalCharacter.name; var component = go.GetComponent<SingleGoalDisplay>(); component.goalCharacter = goalCharacter; return component; }
private void Awake () { if (GetComponent<PlayerInput> () != null) { isPlayer = true; } _characterData = gameObject.GetComponent<CharacterData> (); GetComponent<Animation> ().Play (); SetMouth (Random.Range (1, 3)); }
// Use this for initialization void Start() { C = (WorldCharacter)this.gameObject.GetComponent(typeof(WorldCharacter)); CharacterID = C.CharacterId; db = GlobalVars.database; inv = GlobalVars.inventory; myOwner = db.GetCharacter(CharacterID); ConversationTopics = new List<int>(); //myOwner.AddAvaliableTopic(0); }
private void OnClickChCard(CharacterData chData) { GameObject sceneToSceneData = GameObject.Find("SceneToScene_datas"); sceneToSceneData.GetComponent<SceneToScene_Data>().gameChDatas.Clear(); sceneToSceneData.GetComponent<SceneToScene_Data>().gameChDatas.Add("chName", chData.chName); sceneToSceneData.GetComponent<SceneToScene_Data>().gameChDatas.Add("chLevel", chData.chLevel.ToString()); sceneToSceneData.GetComponent<SceneToScene_Data>().gameChDatas.Add("chType", chData.chType); sceneToSceneData.GetComponent<SceneToScene_Data>().gameChDatas.Add("detailScript", chData.detailScript); SceneManager.LoadSceneAsync("popup_chInfo", LoadSceneMode.Additive); }
public override void Awake() { base.Awake(); // id = EnemyMgr.getID(); // EnemyMgr.enemyHash[id] = this; atkAnimKeyFrame = 13; CharacterData characterD = new CharacterData(new Hashtable(){{"type","freezeGuyEft"},{ "hp",500},{ "mspd",0},{ "aspd",0},{ "atk",0},{ "def",0},{ "rewardCoins",0},{ "rewardExp",0},{ "cstk",0},{ "evd",0},{ "stk",0}}); initData(characterD); this.hpBar.hideHpBar(); // MsgCenter.instance.addListener(MsgCenter.FREEZE_DEAD, heroDead); }
void Start() { db = GlobalVars.database; db.AddCharacter(new CharacterData("You")); CharacterData cd = new CharacterData("Sally"); cd.AddTopic(new TopicData("Cookies",topic)); cd.AddAvaliableTopic(0); db.AddCharacter(cd); }
// Use this for initialization void Start() { Team = GameObject.Find("GameControlCenter").GetComponent<CharacterTeam> (); enTeam = GameObject.Find("EnemyTeam").GetComponent<CharacterTeam> (); chDT = GameObject.Find ("GameControlCenter").GetComponent<CharacterData> (); for (int i=0; i<chDT.character.Count; i++) if (chDT.character[i].chID == ID) { ch = i; break; } }
void Start() { this.characterData = new CharacterData(new AttackAttribute(this.attackDefaultValue.value, this.attackDefaultValue.multiplier), new DefenseAttribute(this.defenseDefaultValue.value, this.defenseDefaultValue.multiplier), new SpeedAttribute(this.speedDefaultValue.value, this.speedDefaultValue.multiplier), new HealthAttribute(this.healthDefaultValue.value, this.healthDefaultValue.multiplier)); this.unitID = new UnitIdentity(this.unitName); this.PrintCharacterStats(); EventBroadcaster.Instance.PostEvent(EventNames.ON_UNIT_INITIALIZE_SUCCESS); }
public override void initData(CharacterData characterD) { base.initData (characterD); HeroData heroD = this.data as HeroData; Hashtable passive1 = heroD.getPSkillByID("DRAX25"); if(passive1 != null) { SkillDef skillDef = SkillLib.instance.getSkillDefBySkillID("DRAX25"); int uValue = (int)skillDef.passiveEffectTable["universal"]; autoRegenHpValue = uValue; if(!IsInvoking("autoRegenHp"))InvokeRepeating("autoRegenHp", 0, 1.0f); } }
public void handleDemolish ( CharacterData characterToBuild, bool onlyUnblocking = false ) { if ( onlyUnblocking ) { _alreadyTouched = false; return; } if(characterToBuild.myID == 40) { SoundManager.getInstance ().playSound ( SoundManager.DESTROYABLE_DEMOLISH, _myIComponent.myID ); } StartCoroutine ( "startBuildProcedure", characterToBuild ); }
public void InsertCharacter(CharacterData data) { try { lock (DataAccess.DatabaseAccess) using (var comm = DataAccess.DatabaseAccess.CreateCommand(String.Format("INSERT INTO `character` ({0}) VALUES ({1})", CharacterData.GetQueryString(), data.GetInsertString()))) comm.ExecuteNonQuery(); } catch (Exception e) { Logger.WriteLog("Exception in InsertCharacter! Exception: {0}", LogType.Error, e); } }
public static Dictionary<int, CharacterData> Load(string fileName) { Dictionary<int, CharacterData> table = new Dictionary<int, CharacterData>(); // 텍스트 테이블 읽어 들임 XmlDocument xmlFile = new XmlDocument(); xmlFile.PreserveWhitespace = false; try { TextAsset textAsset = (TextAsset)Resources.Load("XML/" + fileName, typeof(TextAsset)); xmlFile.LoadXml(textAsset.text); } catch (Exception e) { return null; } XmlNodeList allData = xmlFile.ChildNodes; foreach (XmlNode mainNode in allData) { if (mainNode.Name.Equals("Data") == true) { XmlNodeList childNodeList = mainNode.ChildNodes; foreach (XmlNode node in childNodeList) { CharacterData tableData = new CharacterData(); tableData.Index = Int32.Parse(node.Attributes.GetNamedItem("Index").Value); tableData.Name = String.Copy(node.Attributes.GetNamedItem("Name").Value); tableData.ResourceName = String.Copy(node.Attributes.GetNamedItem("ResourceName").Value); tableData.Attribute = Int32.Parse(node.Attributes.GetNamedItem("Attribute").Value); tableData.HealthPoint = Int32.Parse(node.Attributes.GetNamedItem("HealthPoint").Value); tableData.ManaPoint = Int32.Parse(node.Attributes.GetNamedItem("ManaPoint").Value); tableData.DefensePoint = Int32.Parse(node.Attributes.GetNamedItem("DefensePoint").Value); tableData.AttackPoint = Int32.Parse(node.Attributes.GetNamedItem("AttackPoint").Value); tableData.Speed = Int32.Parse(node.Attributes.GetNamedItem("Speed").Value); tableData.BulletIndex = Int32.Parse(node.Attributes.GetNamedItem("BulletIndex").Value); tableData.SkillIndex = Int32.Parse(node.Attributes.GetNamedItem("SkillIndex").Value); tableData.SkillName = String.Copy(node.Attributes.GetNamedItem("SkillName").Value); tableData.SkillDesc = String.Copy(node.Attributes.GetNamedItem("SkillDesc").Value); tableData.SkillManaCost = Int32.Parse(node.Attributes.GetNamedItem("SkillManaCost").Value); table.Add(tableData.Index, tableData); } } } return table; }
public CharacterEntity(int characterId) { SessionData sessionData = SessionData.GetInstance(); m_characterId = characterId; m_characterData = sessionData.CurrentGameData.GetCharacterById(m_characterId); m_position = new Point3d(m_characterData.x, m_characterData.y, m_characterData.z); m_facing = MathConstants.GetUnitVectorForAngle(m_characterData.angle); m_characterWidget = null; m_pathfindingComponent = null; m_steeringComponent = null; }
void Start() { target = GameController.instance.player; characterData = this.GetComponent<CharacterData>(); animator = this.GetComponent<Animator>(); attack = new Attack(this); idle = new Idle(this); toIdle = new StateTransition(this, idle); toAttack= new StateTransition(this, attack); currentState = idle; }
// Use this for initialization void Start() { this.character = new CharacterData(new AttackAttribute(this.attackDefaultValue.value, this.attackDefaultValue.multiplier), new DefenseAttribute(this.defenseDefaultValue.value, this.defenseDefaultValue.multiplier), new SpeedAttribute(this.speedDefaultValue.value, this.speedDefaultValue.multiplier), new HealthAttribute(this.healthDefaultValue.value, this.healthDefaultValue.multiplier)); this.attributeTable.Add(TestRawBonus.TargetAttribute.HEALTH, this.character.GetHealthAttribute()); this.attributeTable.Add(TestRawBonus.TargetAttribute.SPEED, this.character.GetSpeedAttribute()); this.attributeTable.Add(TestRawBonus.TargetAttribute.ATTACK, this.character.GetAttackAttribute()); this.attributeTable.Add(TestRawBonus.TargetAttribute.DEFENSE, this.character.GetDefenseAttribute()); this.CheckEquipment(); this.PrintCharacterStats(); }
public void handleDemolish ( CharacterData characterToBuild, bool onlyUnblocking = false ) { if ( onlyUnblocking ) { _alreadyTouched = false; return; } SoundManager.getInstance ().playSound ( SoundManager.DESTROYABLE_DEMOLISH, _myIComponent.myID ); StartCoroutine ( "startBuildProcedure", characterToBuild ); if(LevelControl.CURRENT_LEVEL_CLASS.myName == "5") { TutorialComponent.getInstance().takeAStep ++; } }
public override void initData( CharacterData characterD ) { data = characterD; realHp = characterD.maxHp; // realDef = (int) characterD.defense; // realAtk = (int)characterD.attack; realMspd= characterD.moveSpeed; realAspd= characterD.attackSpeed; realMaxHp = realHp; // delete by why 2014.2.7 // realCStk=characterD.criticalStk/100.0f; // realEvade= DataModifier.EVADE_VALUE * characterD.evade; // realStk= DataModifier.STK_VALUE * characterD.strike; hpBar.initBar(realHp); }
public void initAttackObjects ( EnemyComponent.HandleAttackExecuted callBackWhenAttackExecuted, EnemyData enemyAttacked, CharacterData attackingCharacter = null ) { _callBackWhenAttackExecuted = callBackWhenAttackExecuted; _enemyAttacked = enemyAttacked; _characterAttacking = attackingCharacter; _startProgressBar = true; if ((( GameGlobalVariables.CURRENT_GAME_PART == GameGlobalVariables.RESCUE && GlobalVariables.TUTORIAL_MENU ) || GameGlobalVariables.CURRENT_GAME_PART == GameGlobalVariables.MINING && MNGlobalVariables.TUTORIAL_MENU ) /*====Daves Edit=====*/&& (LevelControl.LEVEL_ID == 2)/*====Daves Edit=====*/ &&( TutorialsManager.getInstance ().getCurrentTutorialStep ().type != TutorialsManager.TUTORIAL_OBJECT_TYPE_DESTROY_OBJECTS )) { if ( LevelControl.LEVEL_ID != 16 ) { _tutorialHandInstant = ( GameObject ) Instantiate ( _tutorialHandPrefab, transform.position + Vector3.right * 1f + Vector3.up * 1f + Vector3.back * 2f, transform.rotation ); _tutorialHandInstant.transform.parent = transform; } } }
private void CharacterTestDefault() { AttackAttribute attackAttribute = new AttackAttribute(1, 1.0f); DefenseAttribute defenseAttribute = new DefenseAttribute(1, 1.0f); HealthAttribute healthAttribute = new HealthAttribute(1,1.0f); SpeedAttribute speedAttribute = new SpeedAttribute(1,1.0f); this.character = new CharacterData(attackAttribute, defenseAttribute, speedAttribute, healthAttribute); Debug.Log ("-----Default Stats------"); Debug.Log ("Health: " +this.character.GetHealthAttribute().GetModifiedValue() + " Attack: " +this.character.GetAttackAttribute().GetModifiedValue() + " Defense: " +this.character.GetDefenseAttribute().GetModifiedValue() + " Speed: " +this.character.GetSpeedAttribute().GetModifiedValue()); Debug.Log ("----Default Stats End----"); }
public void Execute(CharacterData ch, string[] args) { //TODO: Implement actual quit/save logic Network.EndSession(ch.Descriptor); }
public void OnCharacterDataChanged(GameManager sender, CharacterData data) { m_CoinValueText.text = GameManager.formatCoinValue(data.coin); }
public void SetCharacterData(CharacterData characterToSet, HackerData hackerToSet) { character = characterToSet; hacker = hackerToSet; }
private void SelectFirstCharacterToAttack() { float randomValue = Random.value; _nextPlayerToAttack = _player.Statistics.FirstHitChance <= randomValue ? _player : _enemy; }
public void SetOwner(CharacterData character) { Owner = character; OnOwnerChanged(); }
public void CreateCharacterProcess(ClientConnection connection, CharacterData info) { var characterData = info; using (var db = _gsDbFactory.OpenSession()) { if (db.QueryOver <CharacterData>().Where(s => s.CharacterName == info.CharacterName).Take(1).SingleOrDefault() != null) { new SMSG_CreateCharacterToFieldNak().Send(connection); return; } using (var transaction = db.BeginTransaction()) { try { characterData.CharacterId = _characterUidsFactory.Next(); characterData.Surname = connection.Account.FamilyName; characterData.Level = 1; characterData.CreationDate = DateTime.Now; characterData.CreatedId = 0; // for nhibernate driver /* TEMP FIX UNTIL DATA IS FOUND AND LOADED */ switch (characterData.ClassType) { case ClassType.Warrior: characterData.PositionX = -153728; characterData.PositionY = 531; characterData.PositionZ = 130574; break; case ClassType.Ranger: characterData.PositionX = -138793; characterData.PositionY = -1208; characterData.PositionZ = 137342; break; case ClassType.Sorcerer: characterData.PositionX = -135621; characterData.PositionY = 802; characterData.PositionZ = 107359; break; case ClassType.Giant: characterData.PositionX = -120118; characterData.PositionY = -1625; characterData.PositionZ = 118794; break; case ClassType.Tamer: characterData.PositionX = -159853; characterData.PositionY = 2089; characterData.PositionZ = 123726; break; case ClassType.BladeMaster: characterData.PositionX = -154408; characterData.PositionY = -335; characterData.PositionZ = 135204; break; case ClassType.BladeMasterWomen: characterData.PositionX = -154408; characterData.PositionY = -335; characterData.PositionZ = 135204; break; case ClassType.Valkyrie: characterData.PositionX = -145479; characterData.PositionY = 2185; characterData.PositionZ = 110947; break; case ClassType.Kunoichi: characterData.PositionX = -136152; characterData.PositionY = -730; characterData.PositionZ = 128869; break; case ClassType.Ninja: characterData.PositionX = -136152; characterData.PositionY = -730; characterData.PositionZ = 128869; break; case ClassType.Wizard: characterData.PositionX = -157013; characterData.PositionY = 946; characterData.PositionZ = 128052; break; case ClassType.WizardWomen: characterData.PositionX = -157013; characterData.PositionY = 946; characterData.PositionZ = 128052; break; } var inventory = InventoryStorage.GetDefault(characterData.ClassType); foreach (var daoItem in inventory.Items.Select(item => new CharacterItem { CharacterId = characterData.CharacterId, ItemId = item.Value.ItemId, ItemUid = _itemsUidsFactory.Next(), Slot = item.Key - 1, Count = item.Value.Count, StorageType = (int)((InventoryItem)item.Value).StorageType })) { db.Save(daoItem); } db.Save(characterData); connection.Characters.Add(characterData); new SMSG_CreateCharacterToField(characterData).Send(connection, false); transaction.Commit(); } catch (Exception ex) { transaction.Rollback(); Log.Error($"Cannot create character\n{ex}"); } } } }
public void SetUpUnitCharacter(CharacterData characterData) { CurrentCharacterData = characterData; SetUpUnit(); }
static void Main(string[] args) { Console.WriteLine("Soda Dungeon Adventure System"); //initialize data that the adventure requires to run Stats.BuildDefaultStats(); SkillId.CacheIds(); Skill.CreateSkills(); DungeonData.CreateDungeons(); ItemId.CacheIds(); Item.CreateItems(); SpawnTable.CreateOreTables(); SpawnPattern.CreateSpawnPatterns(); SodaScript.CreateScripts(); StatusEffect.CreateAncillaryTypeData(); CharacterData.InitCharacterCollection(); PlayerCharacterData.CreatePlayerCharacters(); EnemyCharacterData.CreateEnemyCharacters(); PoolManager.CreateObjectPools(); //create two characters for our party and add them to a list. It's important that we create them as copies of the prototypes from the master character collection var character1 = (PlayerCharacterData)CharacterData.GetCopy(CharId.SODA_JUNKIE); var character2 = (PlayerCharacterData)CharacterData.GetCopy(CharId.NURSE); var character3 = (PlayerCharacterData)CharacterData.GetCopy(CharId.CARPENTER); var character4 = (PlayerCharacterData)CharacterData.GetCopy(CharId.NURSE); var playerCharacters = new List <PlayerCharacterData>(); playerCharacters.Add(character1); playerCharacters.Add(character2); playerCharacters.Add(character3); playerCharacters.Add(character4); //create a new adventure in the castle, provide characters, and set input mode to auto (otherwise the adventure will stop and wait for player input) var adventure = new Adventure(DungeonId.CASTLE, playerCharacters); adventure.SetInputMode(AdventureInputMode.AUTO); //set this to true if you want the adventure to log a message every time it processes a step adventure.showVerboseOutput = false; //when input mode is set to auto, combat decisions will handled by soda script. however, we can still allow the player to choose random treasure chests and paths. //this is off by default; if you turn it on you must listen for events such as EAltPathsEncountered and respond with OnAltPathClicked(choice) adventure.requireInputForRandomChoices = false; //listen for various events to receive information about the adventure progress adventure.EBattleStarted += OnBattleStarted; adventure.ESkillUsed += OnSkillUsed; adventure.ESkillResolved += OnSkillResolved; adventure.EEnemyLootEarned += OnEnemyLootEarned; adventure.ECharactersDied += OnCharactersDied; adventure.EAltPathsEncountered += OnAltPathsEncountered; adventure.EAltPathConfirmed += OnAltPathConfirmed; adventure.ETreasureRoomConfirmed += OnTreasureRoomConfirmed; //start the adventure adventure.Start(); //read key so that the output window won't close immediately after the adventure finishes Console.ReadKey(); }
private void OnCharacterSelected(CharacterData character) { this.selectedCharacter = character; }
public void notifyCharacterLeave(Character player) { CharacterData data = player.getCharacterData(); mInfoPanelList[(int)data.mPosition].notifyLeave(); }
public void notifyCharacterReady(Character player, bool ready) { CharacterData data = player.getCharacterData(); mInfoPanelList[(int)data.mPosition].notifyReady(ready); }
private void DrawSettings(CharacterData charData) { #region -- Prefab Horizontal -- EditorGUILayout.BeginHorizontal(); GUILayout.Label("Prefab: "); charData.prefab = (GameObject)EditorGUILayout.ObjectField(charData.prefab, typeof(GameObject), false); EditorGUILayout.EndHorizontal(); #endregion #region -- Max Health Horizontal -- EditorGUILayout.BeginHorizontal(); GUILayout.Label("Max Health: "); charData.maxHealth = EditorGUILayout.FloatField(charData.maxHealth); EditorGUILayout.EndHorizontal(); #endregion #region -- Max Energy Horizontal -- EditorGUILayout.BeginHorizontal(); GUILayout.Label("Max Energy: "); charData.maxEnergy = EditorGUILayout.FloatField(charData.maxEnergy); EditorGUILayout.EndHorizontal(); #endregion #region -- Power Horizontal-- EditorGUILayout.BeginHorizontal(); GUILayout.Label("Power: "); charData.power = EditorGUILayout.Slider(charData.power, 0, 100); EditorGUILayout.EndHorizontal(); #endregion #region -- % Critical chance Horizontal -- EditorGUILayout.BeginHorizontal(); GUILayout.Label("% Critical chance: "); charData.critChance = EditorGUILayout.Slider(charData.critChance, 0, charData.power); EditorGUILayout.EndHorizontal(); #endregion #region -- Name Horizontal -- EditorGUILayout.BeginHorizontal(); GUILayout.Label("Name: "); charData.name = EditorGUILayout.TextField(charData.name); charData.characterName = charData.name; EditorGUILayout.EndHorizontal(); #endregion #region -- Help Boxes and Button Save -- if (charData.prefab == null) { EditorGUILayout.HelpBox("This unit need a [Prefab] before it can be saved.", MessageType.Warning); } else if (string.IsNullOrEmpty(charData.name)) { EditorGUILayout.HelpBox("This unit need a [Name] before it can be saved.", MessageType.Warning); } else if (GUILayout.Button("Finish and Save", GUILayout.Height(30))) { SaveCharacterData(); window.Close(); } #endregion }
public async Task InsertCharacter(CharacterData data) { logService.Log($"Inserting character into the database for player: {data.PlayerName}"); await charactersCollection.InsertOneAsync(data); }
private void LoadCharacterData(string rootPath) { CharacterData = new CharacterData(); LoadXmlData(rootPath, "characters.xml", CharacterData); }
public void Execute(CharacterData ch, string[] args) { Network.ClientConnection state = ch.Descriptor; if (args.Length < 3) { // Invalid, we need at least 3 arguments Network.Send("Syntax:\n\r load mob <vnum>\n\r load obj <vnum> <level>\n\r", state); return; } else { switch (args[1].ToLower().Trim()) { case "obj": int objVNUM, objLevel; // Need 4 args for this if (args.Length != 4) { Network.Send("Syntax:\n\r load mob <vnum>\n\r load obj <vnum> <level>\n\r", state); return; } // VNUM must be numeric if (!Int32.TryParse(args[2], out objVNUM)) { Network.Send("Syntax: load obj <vnum:int> <level:int>\n\r", state); return; } // Level must be numeric and between 0 and the player's level if (!Int32.TryParse(args[3], out objLevel)) { Network.Send("Syntax: load obj <vnum:int> <level:int>\n\r", state); return; } else { // Level needs to be between 0 and the player's trust level 9using player level for now) // TODO: Switch to using trust level if (objLevel < 0 || objLevel > state.PlayerCharacter.Level) { Network.Send("Level must be between 0 and your level.\n\r", state); return; } } // Object VNUM must exist if (Program.World.Objects[objVNUM] == null) { Network.Send("No object has that VNUM.\n\r", state); return; } // Go ahead and instantiate the object Models.ObjectData newObj = new Models.ObjectData(Program.World.Objects[objVNUM]); // Give it to the character state.PlayerCharacter.Inventory.Add(newObj); // Send feedback Network.Send("Ok.\n\r\n\r", state); break; default: Network.Send("Syntax:\n\r load mob <vnum>\n\r load obj <vnum> <level>\n\r", state); break; } } }
public override void SetupActiveAbility(ActiveAbility castedActiveAbilityArg, CharacterMasterController casterCharacterArg, CharacterData casterCharacterDataArg) { base.SetupActiveAbility(castedActiveAbilityArg, casterCharacterArg, casterCharacterDataArg); SetupAbilitySize(); }
internal override void Process() { Player Player = this.Device.GameMode.Level.Player; if (Player.InAlliance) { Alliance Alliance = Player.Alliance; StreamEntry Stream = Alliance.Streams.Get(this.StreamId); if (Stream != null) { if (Stream is DonateStreamEntry) { DonateStreamEntry DonationStream = (DonateStreamEntry)Stream; Player Target = Resources.Accounts.LoadAccount(Stream.SenderHighId, Stream.SenderLowId)?.Player; if (Target != null) { if (Target.InAlliance) { if (Target.AllianceId == Player.AllianceId) { if (this.UnitType == 1) { if (this.Unit is SpellData) { SpellData SpellData = (SpellData)this.Unit; if (DonationStream.MaxSpell >= DonationStream.UsedSpell + SpellData.HousingSpace) { if (this.UseDiamonds) { int Cost = SpellData.DonateCost; if (Player.HasEnoughDiamonds(Cost)) { Player.UseDiamonds(Cost); } else { Logging.Error(this.GetType(), "Unable to donate unit. The player use diamonds to donate but doesn't have enough diamonds!"); return; } } int UnitLevel = Player.GetUnitUpgradeLevel(SpellData); UnitItem Unit = new UnitItem(SpellData.GlobalId, 1, UnitLevel); DonationStream.New = false; Target.AllianceUnits.Add(Unit); Unit.DonatorId = Player.UserId; DonationStream.Units.Add(Unit, Player.UserId); int HousingSpace = SpellData.HousingSpace; DonationStream.UsedSpell += HousingSpace; Target.CastleUsedSpellCapacity += HousingSpace; Player.Donation += HousingSpace; Target.DonationReceived += HousingSpace; Player.AddExperience(HousingSpace); this.Device.GameMode.CommandManager.AddCommand(new Donate_Unit_Callback(this.Device) { StreamId = this.StreamId, UnitType = this.UnitType, UnitId = SpellData.GlobalId, UseDiamonds = this.UseDiamonds }); if (Target.Connected) { Target.Level.GameMode.CommandManager.AddCommand(new Alliance_Unit_Received(Target.Level.GameMode.Device) { Donator = Player.Name, UnitType = this.UnitType, UnitId = SpellData.GlobalId, Level = UnitLevel }); } Alliance.Streams.Update(Stream); } } } else { if (this.Unit is CharacterData) { CharacterData CharacterData = (CharacterData)this.Unit; if (DonationStream.MaxTroop >= DonationStream.UsedTroop + CharacterData.HousingSpace) { if (this.UseDiamonds) { int Cost = CharacterData.DonateCost; if (Player.HasEnoughDiamonds(Cost)) { Player.UseDiamonds(Cost); } else { Logging.Error(this.GetType(), "Unable to donate unit. The player use diamonds to donate but doesn't have enough diamonds!"); return; } } int UnitLevel = Player.GetUnitUpgradeLevel(CharacterData); UnitItem Unit = new UnitItem(CharacterData.GlobalId, 1, UnitLevel); DonationStream.New = false; Target.AllianceUnits.Add(Unit); Unit.DonatorId = Player.UserId; DonationStream.Units.Add(Unit, Player.UserId); int HousingSpace = CharacterData.HousingSpace; DonationStream.UsedTroop += HousingSpace; Target.CastleUsedCapacity += HousingSpace; Player.Donation += HousingSpace; Target.DonationReceived += HousingSpace; Player.AddExperience(HousingSpace); this.Device.GameMode.CommandManager.AddCommand(new Donate_Unit_Callback(this.Device) { StreamId = this.StreamId, UnitType = this.UnitType, UnitId = CharacterData.GlobalId, UseDiamonds = this.UseDiamonds }); if (Target.Connected) { Target.Level.GameMode.CommandManager.AddCommand(new Alliance_Unit_Received(Target.Level.GameMode.Device) { Donator = Player.Name, UnitType = this.UnitType, UnitId = CharacterData.GlobalId, Level = UnitLevel }); } Alliance.Streams.Update(Stream); } } } } } } } } } }
public void SetCharacterData(CharacterData characterData) { characterData.parts = characterData.parts.Reverse().ToArray(); dataProvider.characterData = characterData; }
public void SetUpUnitCharacter(CharacterId characterId) { CurrentCharacterData = DataManager.instance.CurrentState.Characters[characterId]; SetUpUnit(); }
public override bool Validate() { isQuoted = CharacterData.IsType(Source[StartIndex], CharacterType.Quote); return(base.Validate()); }
public void Awake() { CharacterData.instance = this; }
public override void SetupActiveAbility(ActiveAbility castedActiveAbilityArg, CharacterMasterController casterCharacterArg, CharacterData casterCharacterDataArg) { base.SetupActiveAbility(castedActiveAbilityArg, casterCharacterArg, casterCharacterDataArg); // setup ability proeprties SetupAbilityDamageHealingPercentage(); SetupAbilityEffectDuration(); // setup the actual status effect ability data SetupAbilityStatusEffect(damageHealingPercentage); }
private void ToggleNextCharacterToAttack() { _nextPlayerToAttack = GetTargetCharacter(); }
public static COutPacket UserEnterField(CharacterData c) { var p = new COutPacket(SendOps.LP_UserEnterField); p.Encode4(c.CharId); // CUserRemote::Init(v12, iPacket, v13, 1); p.Encode1(c.Stats.nLevel); p.EncodeString(c.Stats.sCharacterName); //if (c.getGuildId() < 1) { p.Skip(8); //p.EncodeString(""); } //TODO: SecondaryStat::DecodeForRemote(&v4->m_secondaryStat, &result, iPacket); // p.Encode8(0); p.Encode8(0); p.Encode1(0); p.Encode1(0); // p.Encode2(c.Stats.nJob); //v4->m_nJobCode = CInPacket::Decode2(iPacket); c.Look.Encode(p); //AvatarLook::AvatarLook(&v87, iPacket); p.Encode4(0); // v4->m_dwDriverID p.Encode4(0); // v4->m_dwPassenserID p.Encode4(0); // nChocoCount p.Encode4(0); // nActiveEffectItemID p.Encode4(0); // v4->m_nCompletedSetItemID p.Encode4(0); // v4->m_nPortableChairID p.Encode2(0); //x and bPrivate ? p.Encode2(0); //m_pStr p.Encode1(c.Position.Stance); //v4->m_nMoveAction p.Encode2(c.Position.Foothold); //dwSN ( Foothold? ) p.Encode1(0); //bShowAdminEffect p.Encode1(0); //Some loop [PETS I THINK] p.Encode4(0); //m_nTamingMobLevel p.Encode4(0); //m_nTamingMobExp p.Encode4(0); //m_nTamingMobFatigue p.Encode1(0); //m_nMiniRoomType (Flag) p.Encode1(0); //v4->m_bADBoardRemote ( If true write a string ) p.Encode1(0); //CUserPool::OnCoupleRecordAdd loop flag p.Encode1(0); //CUserPool::OnFriendRecordAdd loop flag p.Encode1(0); //CUserPool::OnMarriageRecordAdd //Dark Force, Dragon, Swallowing Effect? byte someLoadingBitflag = 0; p.Encode1(someLoadingBitflag); p.Encode1(0); //CUserPool::OnNewYearCardRecordAdd loop p.Encode4(0); //m_nPhase return(p); }
public CustomizingCharacter(CharacterData characterData) { _characterData = characterData; }
public void Execute(CharacterData ch, string[] args) { ServerControl.Shutdown(); }
public void notifyCharacterBanker(Character player, bool banker) { CharacterData data = player.getCharacterData(); mInfoPanelList[(int)data.mPosition].setBanker(banker); }
public void Setup(CharacterData character, bool forceAvailable = false) { this.character = character; SetAvailable(forceAvailable || character.isAvailable); button.image.sprite = character.portrait; }
/// <summary> /// Initialize the inventory /// </summary> /// <param name="player">Character data that initialized this inventory</param> public void Initialize(CharacterData player) { FreeSpace = player.Stats.currentEncumbrance; WeaponSpace = player.Stats.currentWeaponEncumbrance; m_Player = player; }
public override void OnAwake() { chaData = gameObject.GetComponent <CharacterData>(); }