Ejemplo n.º 1
0
    void Start()
    {
        //linking the local statAllocation to the statAllocationButtons UI and the historyallocation
        statAllocation.statAllocationButtons = statAllocationButtons;

        // Get objects
        currentState = CreateAPlayerStates.MENU;

        // Initiate transition status
        lastActionWasNext = true;

        // Get the questions strings
        RefQuestions = dataBaseManager.getArrayData("select * from REF_Dialogues where Context='CharacterCreation' order by Id asc");

        // Getting the status of each save slots
        PlayerAccountStatsBefore = dataBaseManager.getArrayData("select * from PlayerAccountStats", "BlueStarDataWarehouse.db");
    }
Ejemplo n.º 2
0
    void Start()
    {
        // Get objects
        currentState = CreateAPlayerStates.MENU;

        Stand.SetActive(false);
        Player.SetActive(false);

        // Initiate selections
        HellCircleSelection=0;
        AllegianceSelection=0;
        GenusSelection=0;
        SpeciesSelection = 0;
        JobSelection=0;
        ImpSelection=0;
        OriginSelection=0;
        TemperSelection=0;
        AstroSelection=0;
        AffinitySelection=0;

        // Initiate transition status
        lastActionWasNext = true;
    }
Ejemplo n.º 3
0
    public void MenuGoNext(int Option)
    {
        lastActionWasNext = true;

        switch (currentState) {

        case CreateAPlayerStates.MENU:

            switch (Option) {
            case 1: // I chose "New game"
            currentState = CreateAPlayerStates.MODESELECTION;
            GameMenuButtons.GameMenu.enabled = false;
            NewGameMenuButtons.NewGameMenu.enabled = true;
            break;

            case 2: // I chose "load game"
            currentState = CreateAPlayerStates.LOAD;
            GameMenuButtons.GameMenu.enabled = false;
            LoadGameMenuButtons.LoadGameMenu.enabled = true;
            LoadGameMenuButtons.GetLoadNames();
            break;
            }
        break;

        case CreateAPlayerStates.MODESELECTION:
            menuAudio.PlayCreationMenuAudio();
            switch (Option) {
            case 1: // I chose "Guided"
                currentState = CreateAPlayerStates.PREDEFINEDSELECTION;
                NewGameMenuButtons.NewGameMenu.enabled = false;
                CreationGameMenuStaticButtons.CreationGameMenuStatic.enabled = true;
                PreDefinedSelectionButtons.PreDefinedSelection.enabled = true;
                Stand.SetActive (true);
                Player.SetActive (true);
                break;

            case 2: // I chose "Custom"
                currentState = CreateAPlayerStates.HISTORYSELECTION;
                NewGameMenuButtons.NewGameMenu.enabled = false;
                CreationGameMenuStaticButtons.CreationGameMenuStatic.enabled = true;
                HistorySelectionButtons.HistorySelection.enabled = true;
                Stand.SetActive (true);
                Player.SetActive (true);
                break;
            }
        break;

        case CreateAPlayerStates.PREDEFINEDSELECTION:
            if (!(PreDefinedSelectionButtons.HistoryChoice == 0)) {
            HistorySelectionNext (Option);
            historyAllocation.CreateNewPlayer (HellCircleSelection, AllegianceSelection, GenusSelection, SpeciesSelection, JobSelection, ImpSelection, OriginSelection, TemperSelection, AstroSelection, AffinitySelection);
            currentState = CreateAPlayerStates.STATALLOCATION;
            PreDefinedSelectionButtons.PreDefinedSelection.enabled = false;
            StatAllocationButtons.StatAllocationMenu.enabled = true;
                statAllocation.DisplayStatAllocationModule();
            }
            break;

        case CreateAPlayerStates.HISTORYSELECTION:
            HistorySelectionNext (Option);
            if(HistorySelectionButtons.currentStep==HistorySelectionButtons.PlayerHistoryStep.END){
                historyAllocation.CreateNewPlayer (HellCircleSelection, AllegianceSelection, GenusSelection, SpeciesSelection, JobSelection, ImpSelection, OriginSelection, TemperSelection, AstroSelection, AffinitySelection);
                currentState = CreateAPlayerStates.STATALLOCATION;
                HistorySelectionButtons.HistorySelection.enabled = false;
                StatAllocationButtons.StatAllocationMenu.enabled = true;
                statAllocation.DisplayStatAllocationModule();
            }
            break;

        case CreateAPlayerStates.STATALLOCATION:
            if (statAllocation.readyForNext==true) {
                statAllocation.StoreStatAllocation ();
                currentState = CreateAPlayerStates.FINALSETUP;
                StatAllocationButtons.StatAllocationMenu.enabled = false;
                BackgroundSelectionButtons.BackgroundSelection.enabled=true;
            }
            break;

        case CreateAPlayerStates.FINALSETUP:
            bool ReadyforNext=BackgroundSelectionButtons.TestDetails();

            if (ReadyforNext==true) {
                BackgroundSelectionButtons.SendDetails();
                BackgroundSelectionButtons.BackgroundSelection.enabled=false;
                CreationGameMenuStaticButtons.CreationGameMenuStatic.enabled = false;
                SaveGameMenuButtons.SaveGameMenu.enabled=true;
                SaveGameMenuButtons.GetSaveNames();
                currentState = CreateAPlayerStates.SAVE;
            }
            break;

        case CreateAPlayerStates.LOAD:
            LoadGameMenuButtons.LoadGameMenu.enabled = false;
            currentState = CreateAPlayerStates.PLAY;
            SceneManager.LoadScene("Play");
            break;

        case CreateAPlayerStates.SAVE:
            SaveGameMenuButtons.SaveGameMenu.enabled=false;
            currentState = CreateAPlayerStates.PLAY;
            Stand.SetActive (false);
            Player.SetActive (false);
            Debug.Log("Before:" + GameInformation.BasePlayer.PlayerFirstName.ToString());
            SceneManager.LoadScene("Play");
            Debug.Log("After 1:" + GameInformation.BasePlayer.PlayerFirstName.ToString());

            break;
        }
    }
Ejemplo n.º 4
0
    public void MenuGoBack(int option)
    {
        lastActionWasNext = false;

        switch (currentState) {

        case CreateAPlayerStates.MENU:
            Application.Quit ();
            break;

        case CreateAPlayerStates.LOAD:
            currentState = CreateAPlayerStates.MENU;
            LoadGameMenuButtons.LoadGameMenu.enabled = false;
            GameMenuButtons.GameMenu.enabled = true;
            break;

        case CreateAPlayerStates.MODESELECTION:
            currentState = CreateAPlayerStates.MENU;
            NewGameMenuButtons.NewGameMenu.enabled = false;
            GameMenuButtons.GameMenu.enabled = true;
            break;

        case CreateAPlayerStates.HISTORYSELECTION:
            HistorySelectionBack ();
            if (HistorySelectionButtons.currentStep==HistorySelectionButtons.PlayerHistoryStep.START) {
                currentState = CreateAPlayerStates.MENU;
                CreationGameMenuStaticButtons.CreationGameMenuStatic.enabled = false;
                HistorySelectionButtons.HistorySelection.enabled = false;
                GameMenuButtons.GameMenu.enabled = true;
                Stand.SetActive (false);
                Player.SetActive (false);
                menuAudio.PlayGameMenuAudio();
            }
            break;

        case CreateAPlayerStates.PREDEFINEDSELECTION:
                currentState = CreateAPlayerStates.MENU;
                CreationGameMenuStaticButtons.CreationGameMenuStatic.enabled = false;
                PreDefinedSelectionButtons.PreDefinedSelection.enabled = false;
                GameMenuButtons.GameMenu.enabled = true;
                Stand.SetActive (false);
                Player.SetActive (false);
                menuAudio.PlayGameMenuAudio();
            break;

        case CreateAPlayerStates.STATALLOCATION:

            switch (option) {
            case 1:

                StatAllocationButtons.StatAllocationMenu.enabled = false;
                currentState = CreateAPlayerStates.PREDEFINEDSELECTION;
                statAllocation.didRunOnce = false;
                PreDefinedSelectionButtons.PreDefinedSelection.enabled = true;
                break;
            case 2:

                StatAllocationButtons.StatAllocationMenu.enabled = false;
                currentState = CreateAPlayerStates.HISTORYSELECTION;
                HistorySelectionButtons.currentStep = HistorySelectionButtons.PlayerHistoryStep.AFFINITY;
                statAllocation.didRunOnce = false;
                HistorySelectionButtons.HistoryChoice = AffinitySelection;
                HistorySelectionButtons.HistorySelection.enabled = true;
                break;

            }

            break;

        case CreateAPlayerStates.FINALSETUP:
            BackgroundSelectionButtons.BackgroundSelection.enabled=false;
            StatAllocationButtons.StatAllocationMenu.enabled = true;
            currentState = CreateAPlayerStates.STATALLOCATION;
            break;

        case CreateAPlayerStates.SAVE:
            SaveGameMenuButtons.SaveGameMenu.enabled=false;
            BackgroundSelectionButtons.BackgroundSelection.enabled=true;
            currentState = CreateAPlayerStates.FINALSETUP;
            break;

        }
    }
Ejemplo n.º 5
0
 // Use this for initialization
 void Start()
 {
     currentState = CreateAPlayerStates.SELECTORIGIN;
 }
 // Use this for initialization
 void Start()
 {
     currentState = CreateAPlayerStates.CLASSSELECTION;
 }
Ejemplo n.º 7
0
 // Use this for initialization
 void Start()
 {
     currentState = CreateAPlayerStates.CLASSSELECTION;
 }
Ejemplo n.º 8
0
 // Use this for initialization
 void Start()
 {
     //Start on first Character Creation Screen
     currentState = CreateAPlayerStates.CLASSSELECTION;
 }
Ejemplo n.º 9
0
 // Use this for initialization
 void Start()
 {
     currentState = CreateAPlayerStates.SELECTCLASS;
 }