Ejemplo n.º 1
0
        public void LoadData()
        {
            if (_hasLoaded)
            {
                return;
            }

            _hasLoaded = true;

            SQLiteConnection conn = new SQLiteConnection(Path.Combine(PoroServer.ClientLocation, "assets", "data", "gameStats", "gameStats_en_US.sqlite"));

            Champions = (from s in conn.Table <Champions>() orderby s.name select s).ToList();

            ChampionSkins = (from s in conn.Table <ChampionSkins>() select s).ToList();

            conn.Close();

            using (WebClient client = new WebClient())
            {
                string Versions = client.DownloadString("http://ddragon.leagueoflegends.com/realms/euw.js"); //Download latest ddragoon
                Versions = Versions.Replace(";", "").Replace("Riot.DDragon.m=", "");
                JObject DDragonObject   = JsonConvert.DeserializeObject <JObject>(Versions);
                JObject DDragonVersions = DDragonObject["n"] as JObject;

                string RuneVersion    = DDragonVersions["rune"].ToString();
                string MasteryVersion = DDragonVersions["mastery"].ToString();

                string MasteryData = client.DownloadString(string.Format("http://ddragon.leagueoflegends.com/cdn/{0}/data/en_US/mastery.json", MasteryVersion));

                #region Mastery loading
                Masteries mData = JsonConvert.DeserializeObject <Masteries>(MasteryData);
                TalentTree = new List <TalentGroup>();
                foreach (KeyValuePair <string, List <List <MasteryLite> > > mastery in mData.tree)
                {
                    TalentGroup group = new TalentGroup
                    {
                        Name       = mastery.Key,
                        TalentRows = new List <TalentRow>(),
                        TltGroupId = _masterySort[mastery.Key],
                        Index      = _masterySort[mastery.Key] - 1
                    };

                    for (int i = 0; i < mastery.Value.Count; i++)
                    {
                        List <Talent>      talentList  = new List <Talent>();
                        List <MasteryLite> masteryList = mastery.Value[i];
                        for (int j = 0; j < masteryList.Count; j++)
                        {
                            if (masteryList[j] == null)
                            {
                                continue;
                            }

                            var    data = mData.data[Convert.ToInt32(masteryList[j].masteryId)];
                            Talent t    = new Talent
                            {
                                Index         = j,
                                Name          = data.name,
                                Level1Desc    = data.name,
                                Level2Desc    = data.name,
                                Level3Desc    = data.name,
                                Level4Desc    = data.name,
                                Level5Desc    = data.name,
                                GameCode      = data.id,
                                TltId         = data.id,
                                MaxRank       = data.ranks,
                                MinLevel      = 1,
                                MinTier       = 1,
                                TalentGroupId = group.TltGroupId,
                                TalentRowId   = (i + 1) * group.TltGroupId
                            };

                            if (data.preReq != "0")
                            {
                                t.PrereqTalentGameCode = Convert.ToInt32(data.preReq);
                            }

                            talentList.Add(t);
                        }

                        TalentRow row = new TalentRow
                        {
                            Index            = i,
                            Talents          = talentList,
                            PointsToActivate = i * 4,
                            TltRowId         = (i + 1) * group.TltGroupId,
                            TltGroupId       = group.TltGroupId
                        };

                        group.TalentRows.Add(row);
                    }

                    TalentTree.Add(group);
                }
                #endregion

                #region Rune Loading
                RuneTree = new List <RuneSlot>();

                //This code is... bad.
                int Modifier = 0; //Skip 10, 20, 30
                int Take     = 3; //Take one each loop and it will increase what it starts from (1 - 2 - 3)
                //Loop from 1-9 and do it 3 times to generate the red, yellow and blue runes
                for (int i = 1; i <= 9; i++)
                {
                    //At 10, 20 and 30 you need to increment the min level.
                    if ((i - 1) % 3 == 0 && i != 1)
                    {
                        Modifier += 1;
                    }

                    //The id goes past 9 so add the required amount that we have looped
                    int IdAdd = (Math.Abs(Take - 3) * 10);
                    //Take the amount that it has gone over
                    if (Take != 3)
                    {
                        IdAdd -= Math.Abs(Take - 3);
                    }

                    RuneSlot slot = new RuneSlot()
                    {
                        Id       = IdAdd + i,
                        RuneType = new RuneType(),
                        MinLevel = (3 * i + 1) - Take + Modifier
                    };

                    if (Take == 3)
                    {
                        slot.RuneType.Name = "Red";
                        slot.RuneType.Id   = 1;
                    }
                    else if (Take == 2)
                    {
                        slot.RuneType.Name = "Yellow";
                        slot.RuneType.Id   = 3;
                    }
                    else
                    {
                        slot.RuneType.Name = "Blue";
                        slot.RuneType.Id   = 5;
                    }

                    RuneTree.Add(slot);

                    //Re do the loop, reset the modifier and take one from the take so the min level starts off one integer higher than last time
                    if (i == 9 && Take > 1)
                    {
                        Take    -= 1;
                        i        = 0;
                        Modifier = 0;
                    }
                }

                //Add black runes
                for (int i = 1; i <= 3; i++)
                {
                    RuneSlot slot = new RuneSlot()
                    {
                        Id       = 27 + i, //Start id from 27 since thats where we left off
                        RuneType = new RuneType
                        {
                            Id   = 7,
                            Name = "Black"
                        },
                        MinLevel = 10 * i
                    };

                    RuneTree.Add(slot);
                }

                #endregion
            }

            Console.WriteLine("[LOG] Loaded League of Legends Data");
        }
Ejemplo n.º 2
0
    public void ShowTalentsInGroup(TalentGroup TGroup)
    {
        talentOptionParent.gameObject.SetActive(true);
        mask.SetActive(true);
        foreach (Transform tf in talentOptionParent)
        {
            Destroy(tf.gameObject);
        }
        foreach (Talent item in TGroup.talents)
        {
            Transform tf = Instantiate(talentOptionGO, talentOptionParent).transform;
            tf.gameObject.SetActive(true);
            GameObject selectedFrame = tf.Find("SelectedFrame").gameObject;
            Text       Title         = tf.Find("Name").gameObject.GetComponent <Text>();
            Text       Desc          = tf.Find("Desc").gameObject.GetComponent <Text>();
            Image      Icon          = tf.Find("Icon").gameObject.GetComponent <Image>();
            GameObject Unlock        = tf.Find("Icon/lock").gameObject;

            selectedFrame.SetActive(false);
            Unlock.SetActive(false);
            Title.text  = item.Name;
            Desc.text   = item.Desc;
            Icon.sprite = item.Icon;
            //等级还不够 全体变暗,显示上锁
            if (CharacterInDungeon.Ins.currentLv < TGroup.needLv)
            {
                Unlock.SetActive(true);
                Title.color = DisableColor;
                Desc.color  = DisableColor;
                Icon.color  = DisableColor;
            }
            else
            {
                //可以选天赋但还没选 所有可选的都高亮
                if (TGroup.ActiveTalent == null)
                {
                    if (item.IsUnlock)
                    {
                        Unlock.SetActive(false);
                        Title.color = DefaultColor_Title;
                        Desc.color  = DefaultColor;
                        Icon.color  = Color.white;
                        tf.gameObject.GetComponent <Button>().interactable = true;
                        tf.gameObject.GetComponent <Button>().onClick.AddListener(delegate {
                            OnTalentOptionClick(item);
                        });
                    }
                    else
                    {
                        Unlock.SetActive(true);
                        Title.color = DisableColor;
                        Desc.color  = DisableColor;
                        Icon.color  = DisableColor;
                    }
                }
                else
                //已经有选过的天赋了 被选的高亮,其它的变暗
                {
                    if (TGroup.ActiveTalent == item)
                    {
                        selectedFrame.SetActive(true);
                        Title.color = DefaultColor_Title;
                        Desc.color  = DefaultColor;
                        Icon.color  = Color.white;
                    }
                    else
                    {
                        Unlock.SetActive(true);
                        Title.color = DisableColor;
                        Desc.color  = DisableColor;
                        Icon.color  = DisableColor;
                    }
                }
            }
        }
    }
Ejemplo n.º 3
0
        public static void InitMasteryAndRuneTree()
        {
            Dictionary <string, int> _masterySort = new Dictionary <string, int> {
                { "Ferocity", 1 }, { "Cunning", 2 }, { "Resolve", 3 }
            };

            Console.WriteLine("[LOG] Initialize Mastery and Rune Tree");
            using (WebClient client = new WebClient())
            {
                //Download the latest mastery daata
                string MasteryData = client.DownloadString("http://ddragon.leagueoflegends.com/cdn/6.24.1/data/en_US/mastery.json");

                Masteries mData = JsonConvert.DeserializeObject <Masteries>(MasteryData);
                TalentTree = new ArrayCollection();

                //Parse the data and convert it into a type that is sent in the LoginDataPacket
                foreach (var mastery in mData.tree)
                {
                    TalentGroup group = new TalentGroup
                    {
                        Name       = mastery.Key,
                        TalentRows = new ArrayCollection(),
                        TltGroupId = _masterySort[mastery.Key],
                        Index      = _masterySort[mastery.Key] - 1
                    };

                    for (int i = 0; i < mastery.Value.Count; i++)
                    {
                        ArrayCollection    talentList  = new ArrayCollection();
                        List <MasteryLite> masteryList = mastery.Value[i];
                        for (int j = 0; j < masteryList.Count; j++)
                        {
                            if (masteryList[j] == null)
                            {
                                continue;
                            }

                            var    data = mData.data[masteryList[j].masteryId];
                            Talent t    = new Talent
                            {
                                Index         = j,
                                Name          = data.name,
                                Level1Desc    = data.name,
                                Level2Desc    = data.name,
                                Level3Desc    = data.name,
                                Level4Desc    = data.name,
                                Level5Desc    = data.name,
                                GameCode      = data.id,
                                TltId         = data.id,
                                MaxRank       = data.ranks,
                                MinLevel      = 1,
                                MinTier       = 1,
                                TalentGroupId = group.TltGroupId,
                                TalentRowId   = (i + 1) * group.TltGroupId
                            };

                            if (data.preReq != "0")
                            {
                                t.PrereqTalentGameCode = Convert.ToInt32(data.preReq);
                            }

                            talentList.Add(t);
                        }

                        TalentRow row = new TalentRow
                        {
                            Index            = i,
                            Talents          = talentList,
                            PointsToActivate = i * 4,
                            TltRowId         = (i + 1) * group.TltGroupId,
                            TltGroupId       = group.TltGroupId
                        };

                        group.TalentRows.Add(row);
                    }

                    TalentTree.Add(group);
                }

                #region Rune Loading
                RuneTree = new ArrayCollection();

                //This code is... bad.
                int Modifier = 0; //Skip 10, 20, 30
                int Take     = 3; //Take one each loop and it will increase what it starts from (1 - 2 - 3)
                //Loop from 1-9 and do it 3 times to generate the red, yellow and blue runes
                for (int i = 1; i <= 9; i++)
                {
                    //At 10, 20 and 30 you need to increment the min level.
                    if ((i - 1) % 3 == 0 && i != 1)
                    {
                        Modifier += 1;
                    }

                    //The id goes past 9 so add the required amount that we have looped
                    int IdAdd = (Math.Abs(Take - 3) * 10);
                    //Take the amount that it has gone over
                    IdAdd -= Math.Abs(Take - 3);

                    RuneSlot slot = new RuneSlot()
                    {
                        Id       = IdAdd + i,
                        RuneType = new RuneType(),
                        MinLevel = (3 * i + 1) - Take + Modifier
                    };

                    if (Take == 3)
                    {
                        slot.RuneType.Name = "Red";
                        slot.RuneType.Id   = 1;
                    }
                    else if (Take == 2)
                    {
                        slot.RuneType.Name = "Yellow";
                        slot.RuneType.Id   = 3;
                    }
                    else
                    {
                        slot.RuneType.Name = "Blue";
                        slot.RuneType.Id   = 5;
                    }

                    RuneTree.Add(slot);

                    //Re do the loop, reset the modifier and take one from the take so the min level starts off one integer higher than last time
                    if (i == 9 && Take > 1)
                    {
                        Take    -= 1;
                        i        = 0;
                        Modifier = 0;
                    }
                }

                //Add black runes
                for (int i = 1; i <= 3; i++)
                {
                    RuneSlot slot = new RuneSlot()
                    {
                        Id       = 27 + i, //Start id from 27 since thats where we left off
                        RuneType = new RuneType
                        {
                            Id   = 7,
                            Name = "Black"
                        },
                        MinLevel = 10 * i
                    };

                    RuneTree.Add(slot);
                }

                #endregion
            }
        }