Ejemplo n.º 1
0
    public void SelectQuest()
    {
        // In the build the content packs need to go into the build data dir, this is currently manual
        string contentLocation = Application.dataPath + "/valkyrie-contentpacks/";

        if (Application.isEditor)
        {
            // If running through unity then we assume you are using the git content, with the project at the same level
            contentLocation = Application.dataPath + "/../../valkyrie-contentpacks/";
        }

        // Find any content packs at the location
        cd = new ContentData(contentLocation);
        // Check if we found anything
        if (cd.GetPacks().Count == 0)
        {
            Debug.Log("Error: Failed to find any content packs, please check that you have them present in: " + contentLocation);
        }

        // In the future this is where you select which packs to load, for now we load everything.
        foreach (string pack in cd.GetPacks())
        {
            cd.LoadContent(pack);
        }

        // Get a list of available quests
        Dictionary <string, QuestLoader.Quest> ql = QuestLoader.GetQuests();

        // Pull up the quest selection page
        new QuestSelection(ql);
    }
Ejemplo n.º 2
0
    // This is called by 'start quest' on the main menu
    public void SelectQuest()
    {
        // Find any content packs at the location
        cd = new ContentData(gameType.DataDirectory());
        // Check if we found anything
        if (cd.GetPacks().Count == 0)
        {
            ValkyrieDebug.Log("Error: Failed to find any content packs, please check that you have them present in: " + gameType.DataDirectory() + System.Environment.NewLine);
            Application.Quit();
        }

        // Load configured packs
        cd.LoadContentID("");
        Dictionary <string, string> packs = config.data.Get(gameType.TypeName() + "Packs");

        if (packs != null)
        {
            foreach (KeyValuePair <string, string> kv in packs)
            {
                cd.LoadContentID(kv.Key);
            }
        }

        // Get a list of available quests
        Dictionary <string, QuestData.Quest> ql = QuestLoader.GetQuests();

        // Pull up the quest selection page
        new QuestSelectionScreen(ql);
    }
Ejemplo n.º 3
0
    // This is called by editor on the main menu
    public void SelectEditQuest()
    {
        // Find any content packs at the location
        cd = new ContentData(gameType.DataDirectory());
        // Check if we found anything
        if (cd.GetPacks().Count == 0)
        {
            Debug.Log("Error: Failed to find any content packs, please check that you have them present in: " + gameType.DataDirectory() + System.Environment.NewLine);
            Application.Quit();
        }

        foreach (string pack in cd.GetPacks())
        {
            cd.LoadContent(pack);
        }

        // Pull up the quest selection page
        new QuestEditSelection();
    }
Ejemplo n.º 4
0
    // This is called by editor on the main menu
    public void SelectEditQuest()
    {
        // We load all packs for the editor, not just those selected
        foreach (string pack in cd.GetPacks())
        {
            cd.LoadContent(pack);
        }

        // Pull up the quest selection page
        new QuestEditSelection();
    }
Ejemplo n.º 5
0
    // This is called by 'start quest' on the main menu
    public void SelectQuest()
    {
        // Find any content packs at the location
        cd = new ContentData(gameType.DataDirectory());
        // Check if we found anything
        if (cd.GetPacks().Count == 0)
        {
            Debug.Log("Error: Failed to find any content packs, please check that you have them present in: " + gameType.DataDirectory() + System.Environment.NewLine);
            Application.Quit();
        }

        // Load selected packs
        foreach (string pack in cd.GetEnabledPacks())
        {
            cd.LoadContent(pack);
        }

        // Get a list of available quests
        Dictionary <string, QuestLoader.Quest> ql = QuestLoader.GetQuests();

        // Pull up the quest selection page
        new QuestSelection(ql);
    }