/// <summary> /// Wait for a while then move on to the battle screen. /// </summary> /// <param name="time"></param> /// <returns></returns> private IEnumerator BattleDelay(float time) { yield return(new WaitForSeconds(time)); currentScene.value = (int)Constants.SCENE_INDEXES.BATTLE; AreaValue value = areaInfo.GetArea(currentScene.value, currentRoom.value); Debug.Log("Changed to area: " + value.locationName); SceneManager.LoadScene(value.sceneID); }
public override string GetStepParameters() { var parameters = new List <string>(); parameters.Add(Name != null ? Name.ToStepValue() : "$"); parameters.Add(Description != null ? Description.ToStepValue() : "$"); parameters.Add(Unit != null ? Unit.ToStepValue() : "$"); parameters.Add(AreaValue != null ? AreaValue.ToStepValue() : "$"); parameters.Add(Formula != null ? Formula.ToStepValue() : "$"); return(string.Join(", ", parameters.ToArray())); }
/// <summary> /// Displays the player's current progress compared to the save files. /// </summary> public void ShowCurrentProgress() { saveButton.currentChapter.text = "Ch. " + currentChapter.value; AreaValue value = areaInfo.GetArea(playerArea.value, 0); saveButton.currentArea.text = value.locationName; saveButton.level.text = "Level " + playerLevel.value; saveButton.playTime.text = "Time: " + Constants.PlayTimeFromInt(playTime.value, false); for (int i = 0; i < Constants.GEAR_EQUIP_SPACE; i++) { saveButton.equipments[i].sprite = (equipItems.values[i] != null) ? equipItems.values[i].icon : emptyEquipSlot; } for (int i = 0; i < Constants.MODULE_EQUIP_SPACE; i++) { saveButton.modules[i].sprite = (modules.values[i] != null) ? modules.values[i].icon : emptyEquipSlot; } }
/// <summary> /// Waits for the screen to fade out before returning to the game. /// </summary> /// <returns></returns> IEnumerator WaitForFadeOut(bool isFade) { if (isFade) { fadeOutEvent.Invoke(); yield return(new WaitForSeconds(fadeOutTime.value)); } fading = false; AreaValue value = areaInfo.GetArea(currentScene.value, currentRoom.value); Debug.Log("Changed to area: " + value.locationName); SceneManager.LoadScene(value.sceneID); yield break; }
/// <summary> /// Updates the name of the current location. /// </summary> void SetCurrentLocation() { locationText.text = ""; minimapImage.enabled = false; #if !DEMO_PROLOGUE if (currentArea.value == (int)Constants.SCENE_INDEXES.DIALOGUE) { DialogueUUIDText.text = dialogueUUID.value; } #endif if (currentArea.value != (int)Constants.SCENE_INDEXES.DIALOGUE) { locationText.text = ((Constants.SCENE_INDEXES)currentArea.value).ToString(); AreaValue values = areaInfo.GetArea(currentArea.value, currentRoom.value); locationText.text = values.locationName; minimapImage.sprite = values.minimap; minimapImage.enabled = true; } }
internal override void SetXML(XmlElement xml, BaseClassIfc host, HashSet <int> processed) { base.SetXML(xml, host, processed); xml.SetAttribute("AreaValue", AreaValue.ToString()); setAttribute(xml, "Formula", Formula); }