// Use this for initialization void Awake() { playerInfo = new CharacterInfo(); inputField = GameObject.Find("Name Input Field").GetComponent <InputField>(); minimumStats = new CharStatsToValueDictionary(10); pointsSpent = new CharStatsToValueDictionary(0); statModifiers = new CharStatsToValueDictionary(0); statPointsLeft = StartingStatPoints; }
public void EndCreation() { CharStatsToValueDictionary finalStats = new CharStatsToValueDictionary(); foreach (CharacterAttribute st in minimumStats.Keys) { finalStats[st] = StatValue(st); } playerInfo.SetSkills(Skills); playerInfo.Stats = finalStats; playerInfo.FinishCreation(); scr = GameObject.Find("Fade Out Canvas").GetComponent <ScreenFadeInFadeOut>(); scr.StartFadeOut(); StartCoroutine(WaitForFadeOutEnd()); }
private IEnumerator PostponeAppend(StringBuilder sb, CharacterStatistic statistic) { while (characterScript.PlayerInfo == null || characterScript.PlayerInfo.Stats == null) { yield return(new WaitForEndOfFrame()); } CharacterInfo dummy = new CharacterInfo(); CharStatsToValueDictionary temp = new CharStatsToValueDictionary(); foreach (CharacterAttribute st in temp.Keys) { temp[st] = characterScript.StatValue(st); } dummy.Stats = temp; //sb.Append(StatsRuleSet.StringToStatValueString(statistic, dummy)); sb.Append(StatsRuleSet.GetStatValueString(dummy, statistic)); StatText.text = sb.ToString(); }
public CharacterInfo() { stats = new CharStatsToValueDictionary(10); CharacterCreationInProgress = true; }