Example #1
0
    /// <summary>
    /// Add temporary effect to the listOfOngoingEffects. Returns true if successful (eg. not a duplicate)
    /// </summary>
    /// <param name="ongoing"></param>
    /// <returns></returns>
    public bool AddOngoingEffect(EffectDataOngoing ongoing)
    {
        bool isNotDuplicate = true;

        if (ongoing != null)
        {
            //check to see if an identical ongoingID not already present
            if (listOfOngoingEffects.Count == 0)
            {
                listOfOngoingEffects.Add(ongoing);
            }
            else
            {
                //check list for dupes
                for (int i = 0; i < listOfOngoingEffects.Count; i++)
                {
                    if (listOfOngoingEffects[i].ongoingID == ongoing.ongoingID)
                    {
                        isNotDuplicate = false; break;
                    }
                }
                if (isNotDuplicate == true)
                {
                    listOfOngoingEffects.Add(ongoing);
                    //add to register & create message
                    GameManager.i.dataScript.AddOngoingEffectToDict(ongoing, connID);
                }
            }
        }
        else
        {
            Debug.LogError("Invalid EffectDataOngoing (Null)");
        }
        return(isNotDuplicate);
    }
Example #2
0
 /// <summary>
 /// checks listOfOngoingEffects for any matching ongoingID and deletes them
 /// NOTE: there are no checks for not finding the uniqueID or having no entries in list as ConnectionManager.cs loops through all connections looking for the right ones.
 /// </summary>
 /// <param name="uniqueID"></param>
 public void RemoveOngoingEffect(int uniqueID)
 {
     if (listOfOngoingEffects.Count > 0)
     {
         //reverse loop, deleting as you go
         for (int i = listOfOngoingEffects.Count - 1; i >= 0; i--)
         {
             EffectDataOngoing ongoing = listOfOngoingEffects[i];
             if (ongoing.ongoingID == uniqueID)
             {
                 //amount to reverse security level
                 Debug.LogFormat("Connection, ID {0}, Ongoing Effect ID {1}, \"{2}\", REMOVED{3}", connID, ongoing.ongoingID, ongoing.description, "\n");
                 //remove from register & create message
                 GameManager.i.dataScript.RemoveOngoingEffectFromDict(ongoing);
                 //remove from list
                 listOfOngoingEffects.RemoveAt(i);
                 //reset material of connection. Note that you are simply redoing the same security level without the additional ongoing effect (which will be at a lower level)
                 SetMaterial(SecurityLevel);
             }
         }
     }
 }