Ejemplo n.º 1
0
    //Function called externally from MainMenu scene to check if starting gear is unlocked
    public bool IsGearUnlocked(UnlockableGearType gearToCheck_)
    {
        switch (gearToCheck_)
        {
        case UnlockableGearType.Unarmed:
            return(this.unarmed);

        case UnlockableGearType.Daggers:
            return(this.daggers);

        case UnlockableGearType.Swords:
            return(this.sword);

        case UnlockableGearType.Mauls:
            return(this.maul);

        case UnlockableGearType.Poles:
            return(this.pole);

        case UnlockableGearType.Bows:
            return(this.bow);

        case UnlockableGearType.Shields:
            return(this.shield);

        case UnlockableGearType.HolyMagic:
            return(this.holy);

        case UnlockableGearType.DarkMagic:
            return(this.dark);

        case UnlockableGearType.ArcaneMagic:
            return(this.arcane);

        case UnlockableGearType.EnchantMagic:
            return(this.enchant);

        case UnlockableGearType.FireMagic:
            return(this.fire);

        case UnlockableGearType.WaterMagic:
            return(this.water);

        case UnlockableGearType.WindMagic:
            return(this.wind);

        case UnlockableGearType.ElectricMagic:
            return(this.electric);

        case UnlockableGearType.StoneMagic:
            return(this.stone);

        case UnlockableGearType.Paladin:
            return(this.paladin);

        case UnlockableGearType.PhoenixCleric:
            return(this.phoenixCleric);

        case UnlockableGearType.Theif:
            return(this.theif);

        case UnlockableGearType.AscendedMonk:
            return(this.ascendedMonk);

        case UnlockableGearType.FrostHammer:
            return(this.frostHammer);

        case UnlockableGearType.Golem:
            return(this.golem);

        case UnlockableGearType.BellowingChanter:
            return(this.bellowingChanter);

        case UnlockableGearType.BoltStormer:
            return(this.boltStormer);

        case UnlockableGearType.Dragoon:
            return(this.dragoon);

        case UnlockableGearType.Magus:
            return(this.magus);

        case UnlockableGearType.Knight:
            return(this.knight);

        case UnlockableGearType.Inquisitor:
            return(this.inquisitor);

        case UnlockableGearType.UnholyBehemoth:
            return(this.unholyBehemoth);

        case UnlockableGearType.Druid:
            return(this.druid);

        case UnlockableGearType.Ranger:
            return(this.ranger);

        case UnlockableGearType.Necromancer:
            return(this.necromancer);

        case UnlockableGearType.Hellspear:
            return(this.hellspear);

        case UnlockableGearType.FlowingFist:
            return(this.flowingFist);

        case UnlockableGearType.ThunderingRager:
            return(this.thunderingRager);

        case UnlockableGearType.GreyMage:
            return(this.greyMage);

        case UnlockableGearType.Monolith:
            return(this.monolith);

        case UnlockableGearType.TempestBow:
            return(this.tempestBow);

        case UnlockableGearType.Hoplite:
            return(this.hoplite);

        case UnlockableGearType.Stormcaller:
            return(this.stormcaller);
        }

        //If somehow we reach this point, we're returning false by default just in case
        return(false);
    }
Ejemplo n.º 2
0
    //Function called by SaveLoadData.cs to load in unlockable gear settings
    public void LoadGearSetting(UnlockableGearType gearToLoad_, bool isUnlocked_)
    {
        switch (gearToLoad_)
        {
        case UnlockableGearType.Unarmed:
            this.unarmed = isUnlocked_;
            break;

        case UnlockableGearType.Daggers:
            this.daggers = isUnlocked_;
            break;

        case UnlockableGearType.Swords:
            this.sword = isUnlocked_;
            break;

        case UnlockableGearType.Mauls:
            this.maul = isUnlocked_;
            break;

        case UnlockableGearType.Poles:
            this.pole = isUnlocked_;
            break;

        case UnlockableGearType.Bows:
            this.bow = isUnlocked_;
            break;

        case UnlockableGearType.Shields:
            this.shield = isUnlocked_;
            break;

        case UnlockableGearType.HolyMagic:
            this.holy = isUnlocked_;
            break;

        case UnlockableGearType.DarkMagic:
            this.dark = isUnlocked_;
            break;

        case UnlockableGearType.ArcaneMagic:
            this.arcane = isUnlocked_;
            break;

        case UnlockableGearType.EnchantMagic:
            this.enchant = isUnlocked_;
            break;

        case UnlockableGearType.FireMagic:
            this.fire = isUnlocked_;
            break;

        case UnlockableGearType.WaterMagic:
            this.water = isUnlocked_;
            break;

        case UnlockableGearType.WindMagic:
            this.wind = isUnlocked_;
            break;

        case UnlockableGearType.ElectricMagic:
            this.electric = isUnlocked_;
            break;

        case UnlockableGearType.StoneMagic:
            this.stone = isUnlocked_;
            break;

        case UnlockableGearType.Paladin:
            this.paladin = isUnlocked_;
            break;

        case UnlockableGearType.PhoenixCleric:
            this.phoenixCleric = isUnlocked_;
            break;

        case UnlockableGearType.Theif:
            this.theif = isUnlocked_;
            break;

        case UnlockableGearType.AscendedMonk:
            this.ascendedMonk = isUnlocked_;
            break;

        case UnlockableGearType.FrostHammer:
            this.frostHammer = isUnlocked_;
            break;

        case UnlockableGearType.Golem:
            this.golem = isUnlocked_;
            break;

        case UnlockableGearType.BellowingChanter:
            this.bellowingChanter = isUnlocked_;
            break;

        case UnlockableGearType.BoltStormer:
            this.boltStormer = isUnlocked_;
            break;

        case UnlockableGearType.Dragoon:
            this.dragoon = isUnlocked_;
            break;

        case UnlockableGearType.Magus:
            this.magus = isUnlocked_;
            break;

        case UnlockableGearType.Knight:
            this.knight = isUnlocked_;
            break;

        case UnlockableGearType.Inquisitor:
            this.inquisitor = isUnlocked_;
            break;

        case UnlockableGearType.UnholyBehemoth:
            this.unholyBehemoth = isUnlocked_;
            break;

        case UnlockableGearType.Druid:
            this.druid = isUnlocked_;
            break;

        case UnlockableGearType.Ranger:
            this.ranger = isUnlocked_;
            break;

        case UnlockableGearType.Necromancer:
            this.necromancer = isUnlocked_;
            break;

        case UnlockableGearType.Hellspear:
            this.hellspear = isUnlocked_;
            break;

        case UnlockableGearType.FlowingFist:
            this.flowingFist = isUnlocked_;
            break;

        case UnlockableGearType.ThunderingRager:
            this.thunderingRager = isUnlocked_;
            break;

        case UnlockableGearType.GreyMage:
            this.greyMage = isUnlocked_;
            break;

        case UnlockableGearType.Monolith:
            this.monolith = isUnlocked_;
            break;

        case UnlockableGearType.TempestBow:
            this.tempestBow = isUnlocked_;
            break;

        case UnlockableGearType.Hoplite:
            this.hoplite = isUnlocked_;
            break;

        case UnlockableGearType.Stormcaller:
            this.stormcaller = isUnlocked_;
            break;
        }
    }