public void UpdateBackground(BasicGameInfo info) { GetComponent<Button>().onClick.RemoveAllListeners(); Transform gameData = transform.GetChild(0); Transform noData = transform.GetChild(1); Transform fileData = gameData.GetChild(3); if(info != null) { if(Controller.GetComponent<GameSelectController>().Load) { GetComponent<Button>().onClick.AddListener(delegate { Background.SetActive(false); GameMaster.GM.LoadGame(SlotNumber); }); } else { GetComponent<Button>().onClick.AddListener(delegate { Background.SetActive(false); MessageBox.SetActive(true); MessageBoxYes.GetComponent<Button>().onClick.RemoveAllListeners(); MessageBoxYes.GetComponent<Button>().onClick.AddListener(delegate { MessageBox.SetActive(false); GameMaster.GM.StartNewGame(SlotNumber); }); }); } gameData.gameObject.SetActive(true); noData.gameObject.SetActive(false); gameData.GetChild(0).GetComponent<Text>().text = "[ File: " + SlotNumber + " ]"; //sets the slot number gameData.GetChild(1).GetComponent<Text>().text = info.Name; //set character name gameData.GetChild(2).GetComponent<Text>().text = info.CharClass; //set character class Transform basicStats = fileData.GetChild(0); basicStats.GetChild(0).GetComponent<Text>().text = "Loc:\t" + info.Location; //sets the location basicStats.GetChild(1).GetComponent<Text>().text = "GP:\t\t" + info.Gold; //sets the gold value basicStats.GetChild(2).GetComponent<Text>().text = "LvL:\t" + info.Level; //sets the gold value } else { gameData.gameObject.SetActive(false); noData.gameObject.SetActive(true); if(!Controller.GetComponent<GameSelectController>().Load) { GetComponent<Button>().onClick.AddListener(delegate { Background.SetActive(false); GameMaster.GM.StartNewGame(SlotNumber); }); } } }
void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; gameMode = 0; isMute = false; DontDestroyOnLoad(gameObject); } }
//newGame public GameData(string name, string charClass, string gender) { _basic = new BasicGameInfo(name, charClass, "NewGame", 0, 1); _gender = gender; //if character class do things... also roll motherfucka /* Fighter: Str, Con, Dex Ranger: Dex, Str, Wis Rogue: Dex, Cha, Int Wizard: Wis, Cha, Str =========> Paladin: Con Str, Wis <========= Excluding due to forced alignment (Lawful Good. eww...) Sorcerer: Cha, Int, Con Cleric: Wis, Str, Con I would like to thank the entire Silverfist clan for this info */ int highBegin = 12; int highEnd = 17; int lowBegin = 9; int lowEnd = 13; if(charClass.ToLower() == "Fighter".ToLower()) { //Fighter: Str, Con, Dex int HighRoll = Random.Range(highBegin, highEnd); _str = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _dex = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _con = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _int = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _wis = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _cha = LowRoll - modRoll(); } else if(charClass.ToLower() == "Ranger".ToLower()) { //Ranger: Dex, Str, Wis int HighRoll = Random.Range(highBegin, highEnd); _dex = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _str = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _wis = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _con = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _int = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _cha = LowRoll - modRoll(); } else if(charClass.ToLower() == "Rogue".ToLower()) { // Rogue: Dex, Cha, Int int HighRoll = Random.Range(highBegin, highEnd); _dex = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _int = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _cha = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _str = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _con = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _wis = LowRoll - modRoll(); } else if(charClass.ToLower() == "Wizard".ToLower()) { //Wizard: Wis, Cha, Str int HighRoll = Random.Range(highBegin, highEnd); _wis = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _str = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _cha = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _dex = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _con = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _int = LowRoll - modRoll(); } else if(charClass.ToLower() == "Sorcerer".ToLower()) { //Sorcerer: Cha, Int, Con int HighRoll = Random.Range(highBegin, highEnd); _cha = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _con = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _int = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _str = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _dex = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _wis = LowRoll - modRoll(); } else if(charClass.ToLower() == "Cleric".ToLower()) { //Cleric: Wis, Str, Con int HighRoll = Random.Range(highBegin, highEnd); _wis = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _str = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _con = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _dex = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _int = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _cha = LowRoll - modRoll(); } else { int HighRoll = Random.Range(highBegin, highEnd); _str = HighRoll + modRoll(); HighRoll = Random.Range(highBegin, highEnd); _dex = HighRoll; HighRoll = Random.Range(highBegin, highEnd); _con = HighRoll; int LowRoll = Random.Range(lowBegin, lowEnd); _int = LowRoll; LowRoll = Random.Range(lowBegin, lowEnd); _wis = LowRoll - modRoll(); LowRoll = Random.Range(lowBegin, lowEnd); _cha = LowRoll - modRoll(); } _xp = 0; _nodeNo = 0; _maxHp = (_str + _dex/2 + _con); _maxMp = (_wis + _int/2 + _con/2); _hp = _maxHp; _mp = _maxMp; }