public ActionResult Random(int size) { Random rnd = new System.Random(); DungeonList DList = new DungeonList(rnd, size); return(View(DList)); }
// Use this for initialization void Start() { //switch room after delay if there is one // if (delay > 0){ // Debug.Log("gonna switch rooms automatically"); // StartCoroutine(LoadLevelAfterDelay(delay)); // } //if current floor index is < 0, you're on the results screen //and you'll want to transition to the first level if (thisFloorNum == -1) { nextLevel = DungeonList.GetFloorNameWithDifficulty(0); //DungeonList.arr_floorInfo[0]; } else if (thisFloorNum == -2) { nextLevel = DungeonList.dungeon_results.floorName; } //if you are on the last floor available, //you'll want to transition to the results screen //if you're on the first floor and you only have that floor unlocked //curMaxFloor = 0 //thisFloorNum + 1 = 1 //so the next floor should be results else if (thisFloorNum + 1 >= DungeonList.curMaxFloor + 1) { nextLevel = DungeonList.dungeon_upgrademenu.floorName; } //otherwise, transition to the next level else { nextLevel = DungeonList.GetFloorNameWithDifficulty(thisFloorNum + 1); } }
// Use this for initialization void Start() { //Debug.Log("Start intro screen change"); if (introPart == 1) { if (introIndex + 1 >= DungeonList.maxNumIntro1Scenes) { nextFloor = DungeonList.arr_tutorialFloorNames[0]; } else { nextFloor = DungeonList.arr_intro1FloorNames[introIndex + 1]; } } else { if (introIndex + 1 >= DungeonList.maxNumIntro2Scenes) { nextFloor = DungeonList.GetFloorNameWithDifficulty(0); //DungeonList.arr_floorInfo[0].floorName; } else { nextFloor = DungeonList.arr_intro2FloorNames[introIndex + 1]; } } }
// GET: Dungeon/Random public ActionResult Random() { Random rnd = new System.Random(); DungeonList DungeonList = new DungeonList(rnd, 1); // return View(DungeonList.GetRandomDungeon()); return(new HttpNotFoundResult()); }
private void OnEnable() { if (EditorPrefs.HasKey("DungeonListPath")) { string objectPath = EditorPrefs.GetString("DungeonListPath"); dungeonList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(DungeonList)) as DungeonList; } }
public static void CheckIfOutOfMoney() { if (amount < 0) { SceneManager.LoadScene(DungeonList.dungeon_gameOver.floorName); amount = defaultAmount; DungeonList.ResetLevels(); UniversalUpgradeScript.reset = true; } }
void LoadList() { string absPath = EditorUtility.OpenFilePanel("Select Dungeon List", "Assets/Script/DungeonManager", ""); if (absPath.StartsWith(Application.dataPath)) { string relPath = absPath.Substring(Application.dataPath.Length - "Assets".Length); dungeonList = AssetDatabase.LoadAssetAtPath(relPath, typeof(DungeonList)) as DungeonList; if (dungeonList.myDungeons == null) { dungeonList.myDungeons = new List <DungeonManager>(); } if (dungeonList) { EditorPrefs.SetString("ObjectPath", relPath); } } }
/// <summary> /// Method used to add heroes if there aren't enough heroes, remove a group if it doesn't complete a quest, ensure there's always 3 quests, check storage limit, make a temporary list used while determining /// if a quest is still in progress. /// </summary> public void Update() { // Checks to see if max heroes are in town... More will be added if not if (Herolist.Count < HeroAmount) { MakeHero(); } if (RemoveGrouplist.Count > 0) { RemoveDeadGroup(); } if (DungeonList.Count < 3) { MakeDungeon(); form1.ListOutDungeons(); } CheckMaxStorage(); List <Dungeon> tempList = new List <Dungeon>(); tempList = DungeonList.ToList(); foreach (Dungeon d in tempList) { d.CheckTimeLeft(this); if (d.Delete) { DungeonList.Remove(d); } } //Rettet foreach (Group group in grouplist) { if (!group.Available) { group.CheckIfHome(); } } }
public static void HandleTeleportList(Session session, params string[] parameters) { if (PCapReader.PcapMarkers.Count > 0) { Console.WriteLine("Help: [Type] [instance], [pcap line number], [timespan from login HH:MM:ss] - [Approx Location]"); DungeonList dungeons = new DungeonList(); var teleportIndex = 0; for (var i = 0; i < PCapReader.PcapMarkers.Count; i++) { var pcapMarker = PCapReader.PcapMarkers[i]; var line = pcapMarker.LineNumber; CM_Movement.Position?pos; if ((i + 1) < PCapReader.PcapMarkers.Count) { pos = PCapReader.GetDetailedLocationInfo(line, PCapReader.PcapMarkers[i + 1].LineNumber); } else { pos = PCapReader.GetDetailedLocationInfo(line, PCapReader.EndRecordIndex); } // Set default as "unknown" string loc = "Unable to determine location."; if (pos != null) { // convert the "Position" to a "Position" var acePos = new Position( pos.objcell_id, new System.Numerics.Vector3(pos.x, pos.y, pos.z), new System.Numerics.Quaternion(pos.qw, pos.qx, pos.qy, pos.qz) ); var coords = Entity.PositionExtensions.GetMapCoordStr(acePos); if (coords != null) { loc = coords; } else { // Are we in a dungeon? if ((pos.objcell_id & 0xFFFF) >= 0x100) { var landblock = pos.objcell_id >> 16; loc = $"Unable to determine dungeon location (0x{landblock:X4})."; string dungeonName = dungeons.GetDungeonName(landblock); if (dungeonName != "") { loc = dungeonName; } } } } switch (pcapMarker.Type) { case MarkerType.Login: //Console.WriteLine($"Login/Initial Position: {loc}"); Console.WriteLine($"Player Login {pcapMarker.LoginInstance}, line {pcapMarker.LineNumber} - {loc}"); teleportIndex = 1; break; case MarkerType.Teleport: string time = PCapReader.GetPcapTime(pcapMarker); Console.WriteLine($" Teleport {teleportIndex++}, line {pcapMarker.LineNumber}, {time} - {loc}"); break; } } } else { Console.WriteLine("Sorry, there are no login or teleport events in this pcap."); } Console.WriteLine(); }