public void AttemptToPurchase(ItemClass CurrentlySelectedItem) { PlayerCharacterSheet CurrentPlayer = PlayerStorage.GetComponent <PlayerBuyingEquipment>().GetPlayer(); //ItemClass CurrentlySelectedItem = ItemClass.GetItem(ItemSlot.WEAPON, 3); ItemClass OldItem = CurrentPlayer.GetItem(CurrentlySelectedItem.GetItemType()); DescriptionTextBox.text = CurrentlySelectedItem.GetItemDesc(); TransactionDetails.text = "Purchase Price $" + CurrentlySelectedItem.GetGoldCost() + ", Trade in Value $" + OldItem.GetGoldCost() + ", \nNet Purchase price $" + (CurrentlySelectedItem.GetGoldCost() - OldItem.GetGoldCost()); if (CurrentlySelectedItem.GetGoldCost() > (CurrentPlayer.Gold + OldItem.GetGoldCost())) { ErrorTextBox.text = "Error, not enough funds."; return; } CurrentPlayer.Gold = CurrentPlayer.Gold - (CurrentlySelectedItem.GetGoldCost() - OldItem.GetGoldCost()); CurrentPlayer.AddEquipment(CurrentlySelectedItem); CurrentFundsBox.text = "Current Funds $" + CurrentPlayer.Gold; PlayerCharacterSheet.SaveToDisk(CurrentPlayer, CharacterSheetLocation); PlayerStorage.GetComponent <PlayerBuyingEquipment>().UpdateRequired(); WeaponEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); ArmorEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); ShieldEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); PowerEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); EnginesEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); }
public void RefreshEquipment() { if (PlayerStorage != null) { CurrentPlayer = PlayerStorage.GetComponent <PlayerBuyingEquipment>().GetPlayer(); } //CurrentPlayer = PlayerBuyingEquipment.GetPlayer(); if (Weapon) { Item = ItemClass.GetItem(ItemSlot.WEAPON, CurrentPlayer.WeaponEquippedID); Prime(Item); } if (Shields) { Item = ItemClass.GetItem(ItemSlot.SHIELDS, CurrentPlayer.ShieldEquippedID); Prime(Item); } if (Engines) { Item = ItemClass.GetItem(ItemSlot.ENGINES, CurrentPlayer.EngineEquippedID); Prime(Item); } if (Armor) { Item = ItemClass.GetItem(ItemSlot.ARMOR, CurrentPlayer.ArmorEquippedID); Prime(Item); } if (Power) { Item = ItemClass.GetItem(ItemSlot.MISC, CurrentPlayer.MiscEquippedID); Prime(Item); } }
// Use this for initialization void Start() { //PlayerCharacterSheet.LoadFromDisk("Save1.txt") string dataPath = Path.Combine(Application.persistentDataPath, SaveFile1); if (!File.Exists(dataPath)) { PlayerCharacterSheet.SaveToDisk(new PlayerCharacterSheet(), dataPath); } Character1 = PlayerCharacterSheet.LoadFromDisk(SaveFile1); dataPath = Path.Combine(Application.persistentDataPath, SaveFile2); if (!File.Exists(dataPath)) { PlayerCharacterSheet.SaveToDisk(new PlayerCharacterSheet(), dataPath); } Character2 = PlayerCharacterSheet.LoadFromDisk(SaveFile2); dataPath = Path.Combine(Application.persistentDataPath, SaveFile3); if (!File.Exists(dataPath)) { PlayerCharacterSheet.SaveToDisk(new PlayerCharacterSheet(), dataPath); } Character3 = PlayerCharacterSheet.LoadFromDisk(SaveFile3); }
internal static PlayerCharacterSheet GetNPC(int NPCReference) { PlayerCharacterSheet tempSheet = new PlayerCharacterSheet(); switch (NPCReference) { case 0: tempSheet.Level = 0; tempSheet.BaseHealth = 70; tempSheet.WeaponEquippedID = 0; tempSheet.ShieldEquippedID = 0; break; case 1: break; case 2: tempSheet.Level = 0; tempSheet.BaseHealth = 25; tempSheet.WeaponEquippedID = 11; tempSheet.ShieldEquippedID = 0; break; } return(tempSheet); }
public PlayerCharacterSheet GetPlayer() { if (InitializePlayer) { Transform EngineRoomManager = GameObject.Find("EngineRoomMissionManager").transform; CharacterSheetLocation = EngineRoomManager.GetComponent <MissionManager>().player1CharacterSheetPath; APlayer = PlayerCharacterSheet.LoadFromDisk(CharacterSheetLocation); InitializePlayer = false; } return(APlayer); }
public static void SaveToDisk(PlayerCharacterSheet data, string savedFileName) { //Usage: // string FileName = "SaveFile3.txt"; // PlayerCharacterSheet.SaveToDisk(ThisPlayer, FileName); //ThisPlayer = PlayerCharacterSheet.LoadFromDisk(FileName); string dataPath; dataPath = Path.Combine(Application.persistentDataPath, savedFileName); Debug.Log(dataPath); string savedString = JsonUtility.ToJson(data); using (StreamWriter streamWriter = File.CreateText(dataPath)) { streamWriter.Write(savedString); } }
internal void AcceptRemoteCharacterSheet(PlayerCharacterSheet sheet) { toOverwrite.SetCharacterSheet(sheet); }
// Use this for initialization void Start() { PlayerCharacterSheet CurrentPlayer = PlayerStorage.GetComponent <PlayerBuyingEquipment>().GetPlayer(); FundLocation.text = "Current Funds $" + CurrentPlayer.Gold; }
public void SaveCharacterToDisk(string SaveFileName) { PlayerCharacterSheet.SaveToDisk(ThisPlayer, SaveFileName); }
public void SetCharacterSheet(string SaveFileName) { ThisPlayer = PlayerCharacterSheet.LoadFromDisk(SaveFileName); ThisGameGrid.SetGridCellTypeStateAndAttendentVFX(); this.health = this.MaxHealth(); }
public void SetRandomNPC(int Level) { ThisPlayer = PlayerCharacterSheet.GetRandomNPC(Level); ThisGameGrid.SetGridCellTypeStateAndAttendentVFX(); this.health = this.MaxHealth(); }
public void SetCharacterSheet(PlayerCharacterSheet sheet) { ThisPlayer = sheet; ThisGameGrid.SetGridCellTypeStateAndAttendentVFX(); this.health = this.MaxHealth(); }
public void SetCharacterSheet(int NPCReference) { ThisPlayer = PlayerCharacterSheet.GetNPC(NPCReference); ThisGameGrid.SetGridCellTypeStateAndAttendentVFX(); this.health = this.MaxHealth(); }
internal static PlayerCharacterSheet GetRandomNPC(int level) { string[] aiControllers = { "hmasdf", "asf" }; PlayerCharacterSheet tempSheet = new PlayerCharacterSheet(); System.Random rnd = new System.Random(); int wpnadjust = rnd.Next(5); int armradjust = rnd.Next(5); tempSheet.Level = level; tempSheet.WeaponEquippedID = 1; tempSheet.ShieldEquippedID = 1; tempSheet.isAi = true; switch (level) { case 0: tempSheet.BaseHealth = tempSheet.BaseHealth / 2; tempSheet.WeaponEquippedID = 1; tempSheet.ShieldEquippedID = 1; break; case 1: tempSheet.BaseHealth = (2 * tempSheet.BaseHealth) / 3; if (wpnadjust > 2) { tempSheet.WeaponEquippedID = 5; } if (armradjust > 2) { tempSheet.ShieldEquippedID = 5; } break; case 2: if (wpnadjust == 0) { tempSheet.WeaponEquippedID = 1; } if (wpnadjust == 1 || wpnadjust == 2) { tempSheet.WeaponEquippedID = 2; } if (wpnadjust == 3) { tempSheet.WeaponEquippedID = 6; } if (wpnadjust == 4) { tempSheet.WeaponEquippedID = 9; } tempSheet.ShieldEquippedID = 2; break; case 3: if (wpnadjust == 0) { tempSheet.WeaponEquippedID = 2; } if (wpnadjust == 1 || wpnadjust == 2) { tempSheet.WeaponEquippedID = 3; } if (wpnadjust == 3) { tempSheet.WeaponEquippedID = 7; } if (wpnadjust == 4) { tempSheet.WeaponEquippedID = 9; } if (armradjust == 0) { tempSheet.ShieldEquippedID = 2; } if (armradjust == 1 || armradjust == 2) { tempSheet.ShieldEquippedID = 3; } if (armradjust == 3) { tempSheet.ShieldEquippedID = 7; } if (armradjust == 4) { tempSheet.ShieldEquippedID = 9; } tempSheet.ArmorEquippedID = 1; break; case 4: if (wpnadjust == 0) { tempSheet.WeaponEquippedID = 7; } if (wpnadjust == 1 || wpnadjust == 2) { tempSheet.WeaponEquippedID = 3; } if (wpnadjust == 3) { tempSheet.WeaponEquippedID = 4; } if (wpnadjust == 4) { tempSheet.WeaponEquippedID = 9; } if (armradjust == 0) { tempSheet.ShieldEquippedID = 7; } if (armradjust == 1 || armradjust == 2) { tempSheet.ShieldEquippedID = 3; } if (armradjust == 3) { tempSheet.ShieldEquippedID = 4; } if (armradjust == 4) { tempSheet.ShieldEquippedID = 9; } tempSheet.ArmorEquippedID = 2; break; case 5: if (wpnadjust == 0) { tempSheet.WeaponEquippedID = 7; } if (wpnadjust == 1 || wpnadjust == 2) { tempSheet.WeaponEquippedID = 4; } if (wpnadjust == 3) { tempSheet.WeaponEquippedID = 8; } if (wpnadjust == 4) { tempSheet.WeaponEquippedID = 10; } if (armradjust == 0) { tempSheet.ShieldEquippedID = 7; } if (armradjust == 1 || armradjust == 2) { tempSheet.ShieldEquippedID = 4; } if (armradjust == 3) { tempSheet.ShieldEquippedID = 8; } if (armradjust == 4) { tempSheet.ShieldEquippedID = 10; } tempSheet.ArmorEquippedID = 3; if (armradjust >= 3) { tempSheet.ArmorEquippedID = 4; } break; } return(tempSheet); }