Example #1
0
    //=====================================================

    void UnlockNPC(string NPCID)
    {
        int         NumNPCs      = NPCItemsManager.GetNumItems();
        NPCItemData FoundNPCItem = null;

        for (int Idx = 0; Idx < NumNPCs; Idx++)
        {
            NPCItemData CurNPCItem = NPCItemsManager.GetNPCItem(Idx);

            if (CurNPCItem.CardId == NPCID)
            {
                // Card we just bought matches an NPC, unlock the NPC
                Debug.Log("Found NPC to unlock for this card: " + CurNPCItem.Id);

                eNPC FoundNPCId = eNPC.NULL;
                try     { FoundNPCId = (eNPC)Enum.Parse(typeof(eNPC), CurNPCItem.Id); }
                catch
                {
                    Debug.Log("Warning: FoundNPCId state not recognised!");
                }

                GameDataManager.Instance.UnlockPlayerNPC(FoundNPCId, true);
                return;
            }
        }
    }
Example #2
0
    public NPCItemData Copy()
    {
        var obj = new NPCItemData {
            Id               = Id,
            CardId           = CardId,
            PopulationUnlock = PopulationUnlock,
            GemReward        = GemReward
        };

        return(obj);
    }
Example #3
0
    //==================================================================

    // Use a specific classification/type rather than a random one
    public static TradingCardSpreadsheetItem GetSpecificCardType(eTradingCardClassification CardClassification, eTradingCardRarity CardRarity, eTradingCardCondition CardCondition, ref eNPC UnlockedNPC)
    {
        UnlockedNPC = eNPC.NULL;

        if (!isItemListLoaded)
        {
            LoadItemsList();
        }

        if (CardRarity == eTradingCardRarity.TEACHER)
        {
            // If this is a 'teacher' card then unlock the next NPC in the list
            // If we can't unlock any switch it to a random 'rare' card instead

            // Get current population and find the first teacher above it

            // If teacher isn't owned then give the card
            int         PlayerPopulation = GameDataManager.Instance.PlayerPopulation;
            int         NumNPCs          = NPCItemsManager.GetNumItems();
            NPCItemData FoundNPCItem     = null;
            bool        bNPCFound        = false;

            Debug.Log("Looking for TEACHER card - current population: " + PlayerPopulation);

            for (int Idx = 0; Idx < NumNPCs; Idx++)
            {
                NPCItemData CurNPCItem = NPCItemsManager.GetNPCItem(Idx);

                // Ignore CurNPCItem.PopulationUnlock of zero (default)
                if (CurNPCItem.PopulationUnlock == 0)
                {
                    continue;
                }

                if (bNPCFound == false)
                {
                    if (PlayerPopulation >= CurNPCItem.PopulationUnlock)
                    {
                        // Do we have this card already?
                        int NumMint    = 0;
                        int NumScuffed = 0;
                        TradingCardHeldItem CurHeldCard = GameDataManager.Instance.GetHeldTradingCard(CurNPCItem.CardId, ref NumMint, ref NumScuffed);

                        if ((NumMint > 0) || (NumScuffed > 0))
                        {
                            // Has card,keep searching
                        }
                        else
                        {
                            // Doesn't have card - add it
                            bNPCFound    = true;
                            FoundNPCItem = CurNPCItem;
                            Debug.Log("Found TEACHER card: " + FoundNPCItem.Id + " " + FoundNPCItem.CardId);
                        }
                    }
                }

                //Debug.Log( CurNPCItem.PopulationUnlock );
            }


            // If no teacher card was given then use a random 'rare' card instead
            if (bNPCFound == false)
            {
                Debug.Log("No TEACHER card found - giving very rare card instead");
                CardClassification = eTradingCardClassification.NULL;
                CardRarity         = eTradingCardRarity.VERYRARE;
            }
            else
            {
                eNPC FoundNPCId = eNPC.NULL;
                try     { FoundNPCId = (eNPC)Enum.Parse(typeof(eNPC), FoundNPCItem.Id); }
                catch
                {
                    Debug.Log("Warning: FoundNPCId state not recognised!");
                }

                UnlockedNPC = FoundNPCId;                 //GameDataManager.Instance.UnlockPlayerNPC( FoundNPCId );
                return(GetTradingCardItem(FoundNPCItem.CardId));
            }
        }

        if (CardClassification == eTradingCardClassification.NULL)
        {
            // Pick a random classification
            switch (UnityEngine.Random.Range(0, 3))
            {
            case 0:
                CardClassification = eTradingCardClassification.WINX;
                break;

            case 1:
                CardClassification = eTradingCardClassification.WILD;
                break;

            case 2:
                CardClassification = eTradingCardClassification.STORY;
                break;
            }
        }
        if (CardRarity == eTradingCardRarity.NULL)
        {
            // Pick a random rarity (exclude teacher cards)
            CardRarity = (eTradingCardRarity)(UnityEngine.Random.Range((int)eTradingCardRarity.UNIQUE, (int)eTradingCardRarity.TEACHER));
        }

        // Find all cards with this specification and pick a random one
        List <TradingCardSpreadsheetItem> CardList = new List <TradingCardSpreadsheetItem>();

        foreach (TradingCardSpreadsheetItem Item in itemList)
        {
            if ((Item.classification == CardClassification) && (Item.rarity == CardRarity))
            {
                CardList.Add(Item);
            }
        }

        // Pick from card list
        int CardIdx = UnityEngine.Random.Range(0, CardList.Count);

        if (CardList.Count == 0)
        {
            Debug.LogWarning("No cards to reward player!");
            Debug.LogWarning("Classification: " + CardClassification + " Rarity: " + CardRarity + " Condition: " + CardCondition);
            return(itemList[0]);
        }
        else
        {
            return(CardList[CardIdx]);
        }
    }