Ejemplo n.º 1
0
 public void Add(Element element, bool negative = false)
 {
     if (negative)
     {
         Negatives = Negatives.Concat(Items(element));
     }
     else
     {
         Positives = Positives.Concat(Items(element));
     }
 }
Ejemplo n.º 2
0
 private void FindAppropriateCollectionForEachNumber(int[] data)
 {
     foreach (var number in data)
     {
         if (number.IsNegative())
         {
             Negatives.Add(number);
         }
         if (number.IsPositive())
         {
             Positives.Add(number);
         }
         if (number == 0)
         {
             ZeroPresent = true;
         }
     }
 }
Ejemplo n.º 3
0
    public SavedData(AllCharacterStats characterStats, Inventory inventory)
    {
        // player position/rotation
        position    = new float[3];
        position[0] = characterStats.transform.position.x;
        position[1] = characterStats.transform.position.y;
        position[2] = characterStats.transform.position.z;

        rotation    = new float[4];
        rotation[0] = characterStats.transform.rotation.x;
        rotation[1] = characterStats.transform.rotation.y;
        rotation[2] = characterStats.transform.rotation.z;
        rotation[3] = characterStats.transform.rotation.w;

        // player stats
        balance    = characterStats.Balance;
        health     = characterStats.Health;
        protection = characterStats.Protection;
        speed      = characterStats.Speed;
        damage     = characterStats.Damage;

        // player inventory
        inventorySlots     = inventory.InventoryItems.Count;
        inventoryItems     = new List <InventoryItem>();
        inventoryEquipment = new List <InventoryEquipment>();
        for (int i = 0; i < inventorySlots; i++)
        {
            Debug.Log("checking inventory slot at index" + i);

            if (inventory.GetInventory()[i] != null)
            {
                Debug.Log("found item at index " + i);


                if (inventory.GetInventory()[i].item is EquipmentBlueprint)
                {
                    InventoryEquipment item    = new InventoryEquipment();
                    EquipmentBlueprint equipBP = inventory.GetInventory()[i].item.equipBP;

                    EquipmentSlots equipmentSlots = equipBP.EquipSlot;
                    item.EquipSlot = equipmentSlots;

                    List <Positives> positives = new List <Positives>();
                    for (int j = 0; j < equipBP.PositiveTraits.Count; j++)
                    {
                        Positives posTrait = new Positives();
                        posTrait.traitLevel = equipBP.PositiveTraits[j].traitLevel;
                        posTrait.traits     = equipBP.PositiveTraits[j].traits;

                        positives.Add(posTrait);
                    }

                    List <Negatives> negatives = new List <Negatives>();
                    for (int j = 0; j < equipBP.NegativeTraits.Count; j++)
                    {
                        Negatives negTrait = new Negatives();
                        negTrait.traitLevel = equipBP.NegativeTraits[j].traitLevel;
                        negTrait.traits     = equipBP.NegativeTraits[j].traits;

                        negatives.Add(negTrait);
                    }

                    item.ItemName = equipBP.ItemName;

                    Texture2D tex = equipBP.ItemIcon.texture;
                    exportObj.x     = tex.width;
                    exportObj.y     = tex.height;
                    exportObj.bytes = ImageConversion.EncodeToPNG(tex);
                    string icon = JsonUtility.ToJson(exportObj, false);

                    item.ItemIcon   = icon;
                    item.isDefault  = equipBP.isDefault;
                    item.StackUntil = equipBP.StackUntil;

                    item.Bundle    = equipBP.Bundle;
                    item.AssetName = equipBP.AssetName;

                    item.ItemDescription = equipBP.ItemDescription;

                    inventoryEquipment.Add(item);
                }
                else
                {
                    InventoryItem item   = new InventoryItem();
                    ItemBlueprint itemBP = inventory.GetInventory()[i].item;

                    item.ItemName = itemBP.ItemName;

                    Texture2D tex = itemBP.ItemIcon.texture;
                    exportObj.x     = tex.width;
                    exportObj.y     = tex.height;
                    exportObj.bytes = ImageConversion.EncodeToPNG(tex);
                    string icon = JsonUtility.ToJson(exportObj, false);

                    item.ItemIcon   = icon;
                    item.isDefault  = itemBP.isDefault;
                    item.StackUntil = itemBP.StackUntil;

                    item.Bundle    = itemBP.Bundle;
                    item.AssetName = itemBP.AssetName;

                    item.ItemDescription = itemBP.ItemDescription;

                    inventoryItems.Add(item);
                }
            }
        }
    }
Ejemplo n.º 4
0
 public void Add(CharClassSet set, bool invert = false)
 {
     Positives = Positives.Concat(!invert ? set.Positives : set.Negatives);
     Negatives = Negatives.Concat(!invert ? set.Negatives : set.Positives);
 }
Ejemplo n.º 5
0
 private void SortCollections()
 {
     Negatives.Sort();
     // We want positives in descending order because logic uses it that way
     Positives.SortDescending();
 }