Example #1
0
 public Deck(int id, PlayerClasses pClass)
 {
     Id    = id;
     Cards = new List <Card>();
     Class = pClass;
     Title = "";
 }
Example #2
0
 public Deck(PlayerClasses pClass)
 {
     Id    = 0;
     Cards = new List <Card>();
     Class = pClass;
     Title = "";
 }
Example #3
0
    public void Init(PlayerClasses myrepresentedclass, CharacterSelectUI ui)
    {
        _parent   = transform.parent;
        _myRect   = GetComponent <RectTransform>();
        _startPos = _myRect.position;
        _myClass  = myrepresentedclass;
        _uiRef    = ui;

        switch (_myClass)
        {
        case PlayerClasses.WARRIOR:
            _myimageColor = Color.green;
            _mySprite     = Resources.Load <Sprite>("UI/CharacterInfo/Sprites/Warrior");
            GetComponent <Image>().sprite = _mySprite;
            _myDescription = "A fighter through and through. He knows his way around the battlefield as well as many weapons. Good in a fight, bad at trivia night.";
            break;

        case PlayerClasses.MAGE:
            _myimageColor = Color.blue;
            GetComponent <Image>().color = _myimageColor;
            _myDescription = "A man shoruded in magic. His knowledge of the Arcane Arts allows him to use a plethora of spells and magical resistances. Just don't Expect him to help in a fist fight.";
            break;

        default:
            break;
        }

        /*Rect myrect = _myRect.rect;
         * myrect.width = 150;
         * myrect.height = myrect.width;
         * Debug.Log(myrect.width);
         */
    }
    public void ClassName(string className)
    {
        classNameText.text = className;
        switch (className)
        {
        case "Myconist":
            playerClass = PlayerClasses.Myconist;
            break;

        case "Botanist":
            playerClass = PlayerClasses.Botanist;
            break;

        case "Guardian":
            playerClass = PlayerClasses.Guardian;
            break;

        case "Paladin":
            playerClass = PlayerClasses.Paladin;
            break;

        case "Pyromancer":
            playerClass = PlayerClasses.Pyromancer;
            break;

        case "Necromancer":
            playerClass = PlayerClasses.Necromancer;
            break;

        default:
            break;
        }
    }
Example #5
0
 /***************************************************************
  * the setID() member function allows for a defered setting
  * of the ID until the sub-class constructor
  * is called.
  *
  * Based on the classId pased in, the health properties are
  * set by the logic within the consturctor of this player's
  * damageable instance.
  *
  * @param - classId: The sub-classes adventuring class type
  * (Warrior, Wizard, Rogue or Cleric).
  **************************************************************/
 protected void setCommonData(PlayerClasses classId)
 {
     this.classId     = classId;
     abilities        = new Abilities(getAbilityPath(classId), type, true);
     healthProperties = new Damageable(classId);
     assetData.name   = classId.ToString();
     setSpritePath(classId.ToString());
 }
Example #6
0
    public void classDescr()
    {
        PlayerClasses pclass = GetComponentInParent <PlayerClasses>();
        ClassUltimate cUlt   = GetComponentInParent <ClassUltimate>();

        title  = cUlt.descrTable.getName(pclass.classNumber);
        descr1 = cUlt.descrTable.getText(pclass.classNumber) + "\n\nUltimate\n" + cUlt.descrTable.getText2(pclass.classNumber);
    }
Example #7
0
 public Card(string Id, string Name, string Text, PlayerClasses Class, Rarity Rarity, int Cost)
 {
     this.Id     = Id;
     this.Name   = Name;
     this.Text   = Text;
     this.Class  = Class;
     this.Rarity = Rarity;
     this.Cost   = Cost;
 }
 public void RemoveClass(PlayerClasses playerClass)
 {
     if (!classObject.ContainsKey(playerClass))
     {
         return;
     }
     Destroy(classObject[playerClass]);
     classObject.Remove(playerClass);
 }
    public GameObject SpawnClass(GameObject charObject, PlayerClasses playerClass)
    {
        RemoveClass(playerClass);
        var g = Instantiate(charObject, classBasedSpawnPoints[(int)playerClass].position, classBasedSpawnPoints[(int)playerClass].rotation);

        classObject.Add(playerClass, g);

        return(g);
    }
Example #10
0
 public Player(string name, Races race, PlayerClasses playerClass,
               int strength, int dexterity, int constitution, int intelligence, int wisdom, int charisma)
 {
     Name         = name;
     Race         = race;
     PlayerClass  = playerClass;
     Strength     = strength;
     Dexterity    = dexterity;
     Constitution = constitution;
     Intelligence = intelligence;
     Wisdom       = wisdom;
     Charisma     = charisma;
 }
Example #11
0
 public Player(string name, Races race, PlayerClasses playerClass,
     int strength, int dexterity, int constitution, int intelligence, int wisdom, int charisma)
 {
     Name = name;
     Race = race;
     PlayerClass = playerClass;
     Strength = strength;
     Dexterity = dexterity;
     Constitution = constitution;
     Intelligence = intelligence;
     Wisdom = wisdom;
     Charisma = charisma;
 }
Example #12
0
    public override void Die()
    {
        //only die once
        if (dead)
        {
            return;
        }
        dead = true;

        //death call to player
        PlayerClasses pClass = FindObjectOfType <PlayerClasses>();

        pClass.enemyKilled();

        //Randomly select a bait from dropTable based on dropOdds and give to player
        PlayerStats pStats    = pClass.GetComponentInParent <PlayerStats>();
        float       dropValue = Random.Range(0, dropRange);
        int         dropIndex = 0;

        if (dropValue > 0)
        {
            dropIndex = -1;
            while (dropValue > 0)
            {
                dropIndex++;
                dropValue -= dropOdds[dropIndex];
            }
        }
        if (dropTable[dropIndex] >= 0)
        {
            pStats.baitInventory.addBait(dropTable[dropIndex]);
        }


        myBase.myCombat.OnDeath();
        if (numberOfTimesToRespawn == 0)
        {
            Destroy(gameObject);
        }
        else
        {
            if (numberOfTimesToRespawn != -1)
            {
                numberOfTimesToRespawn--;
            }
            this.transform.position = spawnPoint;
            currentHP       = maxHP;
            healthbar.value = 1;
        }
    }
    private void setDeathStats()
    {
        PlayerPrefs.SetInt("Level", dungeonLevel + 1);
        PlayerPrefs.SetFloat("Time", levelTime);

        PlayerClasses pc = GetComponent <PlayerClasses>();

        PlayerPrefs.SetString("Class", GetComponent <PlayerClasses>().classes[pc.classNumber].name);

        PlayerPrefs.SetInt("BaitGot", baitInventory.baitsGot);
        PlayerPrefs.SetInt("Weapons", weaponInv.wepsGot);

        PlayerPrefs.SetInt("BaitLeft", baitInventory.getBaitTotal());

        //The other playerpref values are set elsewere realtime
    }
    private void Start()
    {
        audioSrc = GetComponent <AudioSource>();
        if (audioSrc == null)
        {
            audioSrc = gameObject.AddComponent <AudioSource>();
        }

        PlayerClasses PC = GetComponent <PlayerClasses>();

        PC.getMods(weaponMods);
        meleeWeaponClass  = PC.melee;
        rangedWeaponClass = PC.ranged;

        SetWeapon(this.meleeWeaponClass);
        SetWeapon(this.rangedWeaponClass);
    }
Example #15
0
    void OnGUI()
    {
        playerName = GUILayout.TextArea(playerName);

        if(GUILayout.Toggle(selectedClass == PlayerClasses.MAGE, "MAGE CLASS"))selectedClass = PlayerClasses.MAGE;
        if (GUILayout.Toggle(selectedClass == PlayerClasses.WARRIOR, "WARRIOR CLASS")) selectedClass = PlayerClasses.WARRIOR;
        if (GUILayout.Toggle(selectedClass == PlayerClasses.HITMAN, "HITMAN CLASS")) selectedClass = PlayerClasses.HITMAN;
        if (GUILayout.Toggle(selectedClass == PlayerClasses.MEDIC, "MEDIC CLASS")) selectedClass = PlayerClasses.MEDIC;

         if (GUILayout.Button("CREATE"))
         {
             if (selectedClass == PlayerClasses.MAGE)
             {
                 newPlayer.PlayerClass = new BaseMageClass();
             }else if (selectedClass == PlayerClasses.WARRIOR)
             {
                 newPlayer.PlayerClass = new BaseWarriorClass();
             }else if (selectedClass == PlayerClasses.HITMAN)
             {
                 newPlayer.PlayerClass = new BaseHitManClass();
             }else if (selectedClass == PlayerClasses.MEDIC)
             {
                 newPlayer.PlayerClass = new BaseMedicClass();
             }

             //Create the player and set stats
             CreateNewPlayer();

            //Save to User Prefs File Function (Below)
             StoreNewPlayerInfo();

            //Calls Another Script to Save Prefs to Unity Static Object,
             SaveInformation.SaveAllInformation();

            }

        //Test The Char Load on a Scene
         if (GUILayout.Button("LOAD"))
         {
             Application.LoadLevel("tset");
         }
    }
    public override void Die()
    {
        currentHP = maxHP;
        stamina   = staminaMax;
        ammo      = maxAmmo;
        if (appliedStats != null)
        {
            Fish.UnbuffPlayerStats(pbase, false);
        }
        PlayerClasses pClass = GetComponent <PlayerClasses>();

        pClass.initialize();
        setDeathStats();
        baitInventory.flushBait();
        pbase.rigidBody.velocity = Vector2.zero;
        killRegen    = 0;
        dungeonLevel = 0;
        SceneManager.LoadScene("DeathScreen");
        Destroy(gameObject, 0.1f);
        Destroy(Camera.main.gameObject, 0.1f);
    }
Example #17
0
    public void setSpecialAttributes(PlayerClasses pc)
    {
        melee  = pc.melee;
        ranged = pc.ranged;

        chainLighting  = pc.chainLighting;
        chainChance    = pc.chainChance;
        chainLength    = pc.chainLength;
        lightingDamage = pc.lightingDamage;
        chainRadius    = pc.chainRadius;
        lightingPrefab = pc.lightingPrefab;

        lunge = pc.lunge;
        meleeLungeDistance  = pc.meleeLungeDistance;
        rangedLungeDistance = pc.rangedLungeDistance;

        killChain       = pc.killChain;
        killRequirement = pc.killRequirement;
        chainTime       = pc.chainTime;
        speedBoost      = pc.speedBoost;
    }
Example #18
0
        /// <summary>
        /// Constructs a Damageable component for a player object.
        /// </summary>
        /// <param name="classId">The player class <see cref="Assets.Scripts.Entities.Players.PlayerClasses"/> that represents the adventuring class chosen by a player.
        /// <para>
        /// This class id is used to determine which
        /// modifier to use and set the maximun and current health values to.
        /// </para>
        /// </param>
        public Damageable(PlayerClasses classId)
        {
            switch (classId)
            {
            case PlayerClasses.WARRIOR:
                this.maxHealth = PLAYER_BASE_HP + (HealthModifiers.WARRIOR_MOD * PLAYER_BASE_HP);
                break;

            case PlayerClasses.WIZARD:
                this.maxHealth = PLAYER_BASE_HP + (HealthModifiers.WIZARD_MOD * PLAYER_BASE_HP);
                break;

            case PlayerClasses.ROGUE:
                this.maxHealth = PLAYER_BASE_HP;
                break;

            case PlayerClasses.CLERIC:
                this.maxHealth = PLAYER_BASE_HP + (HealthModifiers.CLERIC_MOD * PLAYER_BASE_HP);
                break;
            }

            this.currentHealth = this.maxHealth;
        }
Example #19
0
        /***************************************************************
         * @param - classId: The sub-class's adventuring class type
         * (Warrior, Wizard, Rogue or Cleric).
         *
         * @return - the directory path read from the warrior,wizard,rogue
         * or cleric JSON file where the to find the icons for a classes
         * abilities.
         **************************************************************/
        public static string getAbilityPath(PlayerClasses classId)
        {
            string result = "";

            switch (classId)
            {
            case PlayerClasses.WARRIOR:
                result = Warrior.abilityPath;
                break;

            case PlayerClasses.WIZARD:
                result = Wizard.abilityPath;
                break;

            case PlayerClasses.ROGUE:
                result = Rogue.abilityPath;
                break;

            case PlayerClasses.CLERIC:
                result = Cleric.abilityPath;
                break;
            }
            return(result);
        }
Example #20
0
        public Village(Game1 g, GraphicsDevice gd, ContentManager c, PlayerClasses playerClass) : base(g, gd, c)
        {
            #region local variables
            var playerScale         = 1f;
            var inventoryTexture    = content.Load <Texture2D>("Inventory");
            var slotTexture         = content.Load <Texture2D>("InventorySlot");
            int inventorySlots      = 6;
            var healthPotionTexture = content.Load <Texture2D>("HealthPotion");
            var manaPotionTexture   = content.Load <Texture2D>("ManaPotion");
            var font             = content.Load <SpriteFont>("Font");
            var healthBarTexture = content.Load <Texture2D>("HealthBarBorder");
            var healthTexture    = content.Load <Texture2D>("Health");
            var staminaTexture   = content.Load <Texture2D>("Stamina");
            var anivilTexture    = content.Load <Texture2D>("Anvil");
            var background       = content.Load <Texture2D>("VillageBackground");
            var box = content.Load <Texture2D>("Box");
            var startingSwordTexture       = content.Load <Texture2D>("StartingSword");
            var startingBowTexture         = content.Load <Texture2D>("StartingBow");
            var startingWarriorBreastplate = content.Load <Texture2D>("StartingWarriorBreastplate");
            var startingArcherBreastplate  = content.Load <Texture2D>("StartingArcherBreastplate");
            var startingWarriorHelmet      = content.Load <Texture2D>("StartingWarriorHelmet");
            var startingArcherHelmet       = content.Load <Texture2D>("StartingArcherHelmet");
            var startingBoots = content.Load <Texture2D>("StartingBoots");

            var blackSmithAnimations = new Dictionary <string, Animation>()
            {
                { "Idle", new Animation(content.Load <Texture2D>("Blacksmith"), 3, game.Scale) },
            };
            var shopkeeperAnimations = new Dictionary <string, Animation>()
            {
                { "Idle", new Animation(content.Load <Texture2D>("Shopkeeper"), 1, game.Scale) },
            };
            #endregion
            switch (playerClass)
            {
            case PlayerClasses.Warrior:
            {
                var animations = new Dictionary <string, Animation>()
                {
                    { "Idle", new Animation(content.Load <Texture2D>("Warrior"), 1, playerScale * game.Scale) },
                    { "WalkRight", new Animation(content.Load <Texture2D>("WalkRight"), 3, playerScale * game.Scale) },
                    { "WalkLeft", new Animation(content.Load <Texture2D>("WalkLeft"), 3, playerScale * game.Scale) }
                };
                player = new Warrior(animations, g.Scale)
                {
                    Position         = new Vector2(0.05f * game.Width, 0.4f * game.Height),
                    InventoryManager = new InventoryManager(inventoryTexture, slotTexture, font, inventorySlots, new Vector2(0.75f * game.Width, 0.05f * game.Height), game.Scale),
                    HealthBar        = new HealthBar(healthBarTexture, healthTexture, new Vector2(0.03f * game.Width, 0.9f * game.Height), game.Scale)
                };
                if (player is StaminaUser)
                {
                    (player as StaminaUser).StaminaBar = new StaminaBar(healthBarTexture, staminaTexture, new Vector2(0.03f * game.Width, 0.95f * game.Height), game.Scale);
                }
                player.InventoryManager.AddItem(new StartingSword(startingSwordTexture, game.Scale));
                player.InventoryManager.AddItem(new StartingWarriorHelmet(startingWarriorHelmet, game.Scale));
                player.InventoryManager.AddItem(new StartingWarriorBreastplate(startingWarriorBreastplate, game.Scale));
                player.InventoryManager.AddItem(new StartingBoots(startingBoots, game.Scale));

                player.InventoryManager.EquipmentManager = new EquipmentManager(inventoryTexture,
                                                                                slotTexture,
                                                                                font,
                                                                                new Vector2(0.02f * game.Width, 0.05f * game.Height),
                                                                                game.Scale);
                player.InventoryManager.EquipmentManager.EquipmentSlots = new List <InventorySlot>()
                {
                    new WarriorHelmetSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height)
                    },
                    new NecklaceSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + slotTexture.Height * game.Scale)
                    },
                    new WarriorBreastplateSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale)
                    },
                    new BootsSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 3 * slotTexture.Height * game.Scale)
                    },
                    new SwordSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.025f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale)
                    },
                    new ShieldSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.125f * game.Width, 0.07f * game.Height + 1 * slotTexture.Height * game.Scale)
                    },
                    new RingSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.125f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale)
                    }
                };
                break;
            }

            case PlayerClasses.Archer:
            {
                var animations = new Dictionary <string, Animation>()
                {
                    { "Idle", new Animation(content.Load <Texture2D>("Archer"), 1, playerScale * game.Scale) },
                    { "WalkRight", new Animation(content.Load <Texture2D>("WalkRight"), 3, playerScale * game.Scale) },
                    { "WalkLeft", new Animation(content.Load <Texture2D>("WalkLeft"), 3, playerScale * game.Scale) }
                };
                player = new Archer(animations, g.Scale)
                {
                    Position         = new Vector2(0.05f * game.Width, 0.4f * game.Height),
                    InventoryManager = new InventoryManager(inventoryTexture, slotTexture, font, inventorySlots, new Vector2(0.75f * game.Width, 0.05f * game.Height), game.Scale),
                    HealthBar        = new HealthBar(healthBarTexture, healthTexture, new Vector2(0.03f * game.Width, 0.9f * game.Height), game.Scale)
                };
                if (player is StaminaUser)
                {
                    (player as StaminaUser).StaminaBar = new StaminaBar(healthBarTexture, staminaTexture, new Vector2(0.03f * game.Width, 0.95f * game.Height), game.Scale);
                }
                player.InventoryManager.AddItem(new StartingBow(startingBowTexture, game.Scale));
                player.InventoryManager.AddItem(new StartingArcherHelmet(startingArcherHelmet, game.Scale));
                player.InventoryManager.AddItem(new StartingArcherBreastplate(startingArcherBreastplate, game.Scale));
                player.InventoryManager.AddItem(new StartingBoots(startingBoots, game.Scale));

                player.InventoryManager.EquipmentManager = new EquipmentManager(inventoryTexture,
                                                                                slotTexture,
                                                                                font,
                                                                                new Vector2(0.02f * game.Width, 0.05f * game.Height),
                                                                                game.Scale);
                player.InventoryManager.EquipmentManager.EquipmentSlots = new List <InventorySlot>()
                {
                    new ArcherHelmetSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height)
                    },
                    new NecklaceSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.075f * game.Height + slotTexture.Height * game.Scale)
                    },
                    new ArcherBreastplateslot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale)
                    },
                    new BootsSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.075f * game.Width, 0.07f * game.Height + 3 * slotTexture.Height * game.Scale)
                    },
                    new BowSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.025f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale)
                    },
                    new RingSlot(slotTexture, font, game.Scale)
                    {
                        Position = new Vector2(0.125f * game.Width, 0.07f * game.Height + 2 * slotTexture.Height * game.Scale)
                    }
                };
                break;
            }

            case PlayerClasses.Wizard:
            {
                //Not implemented yet
                //player = new Wizard(content.Load<Texture2D>("Archer"), g.Scale);
                if (player is ManaUser)
                {
                    (player as ManaUser).InventoryManager.AddItem(new ManaPotion(manaPotionTexture, game.Scale), 2);
                }
                break;
            }
            }

            player.InventoryManager.AddItem(new HealthPotion(healthPotionTexture, game.Scale), 2);

            components = new List <Component>
            {
                new Sprite(background, g.Scale)
                {
                    Position = new Vector2(0, 0)
                },
            };

            movingComponents = new List <Component>
            {
                new Blacksmith(blackSmithAnimations)
                {
                    Position = new Vector2(0.813f * game.Width, 0.33f * game.Height)
                },
                new Shopkeeper(shopkeeperAnimations)
                {
                    Position = new Vector2(0.513f * game.Width, 0.40f * game.Height)
                },
                new Sprite(box, g.Scale)
                {
                    Position = new Vector2(0.813f * game.Width, 0.55f * game.Height)
                },
                new Sprite(anivilTexture, g.Scale)
                {
                    Position = new Vector2(0.813f * game.Width, 0.45f * game.Height)
                },
                player
            };

            if (player is StaminaUser)
            {
                uiComponents = new List <Component>
                {
                    player.InventoryManager,
                    player.HealthBar,
                    (player as StaminaUser).StaminaBar
                };
            }
        }
		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			int version = reader.ReadInt();
			
			switch( version )
			{
/*				case 2:
					{
						Hallucinating = ( bool )reader.ReadBool();
						goto case 1;
					}*/
				case 1:
					{
						IsMarried = ( bool )reader.ReadBool();
						m_AllowGayMarriages = ( bool )reader.ReadBool();
						m_AllowCelestialMarriages = ( bool )reader.ReadBool();
						m_MarriageTime = reader.ReadDateTime();
						m_WifeLoc = reader.ReadPoint3D();
						m_HusbandLoc = reader.ReadPoint3D();
						m_MaritalStatus = ( MaritalStatus )reader.ReadInt();
						m_TypeOfMarriage = ( TypeOfMarriage )reader.ReadInt();
						m_FirstName = ( string )reader.ReadString();
						m_LastName = ( string )reader.ReadString();
						m_MaidenName = ( string )reader.ReadString();
						m_RankPoints = reader.ReadInt();
						
						/*GD13_HS_Start_5*/
						m_HuntMode = ( HuntMode )reader.ReadInt();
						m_HuntRank = ( HuntRank )reader.ReadInt();
						m_HuntReward = ( HuntReward )reader.ReadInt();
						m_Hunting = ( bool )reader.ReadBool();
						m_EasyKills = reader.ReadInt();
						m_HardKills = reader.ReadInt();
						m_ExtremeKills = reader.ReadInt();
						m_GodKills = reader.ReadInt();
						/*GD13_HS_End_5*/
						goto case 0;
					}
					
				case 0:
					{
						m_Class = ( PlayerClasses )reader.ReadInt();
						m_Race = ( PlayerRaces )reader.ReadInt();
						m_Tribe = ( PlayerTribes )reader.ReadInt();
						m_Rank = ( PlayerRanks )reader.ReadInt();
						m_RewardsClaimed = reader.ReadInt();
						m_Level = reader.ReadInt();
						m_SkillPts = reader.ReadInt();
						m_Experience = reader.ReadInt();
						m_Age = reader.ReadInt();
						m_NextLevelUp = reader.ReadInt();
						m_Updated = reader.ReadBool();
						m_Bioenginer = reader.ReadBool();
						NextSmithBulkOrder = reader.ReadTimeSpan();
						NextTailorBulkOrder = reader.ReadTimeSpan();
						//NextFletcherBulkOrder = reader.ReadTimeSpan();
						//NextCarpenterBulkOrder = reader.ReadTimeSpan();
						//NextTinkerBulkOrder = reader.ReadTimeSpan();
						//NextTamingBulkOrder = reader.ReadTimeSpan();
						m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
						//m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter( reader );
						//m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter( reader );
						m_Flags = (MyPlayerFlag)reader.ReadInt();
						break;
					}
			}
			
			if ( m_BOBFilter == null )
				m_BOBFilter = new Engines.BulkOrders.BOBFilter();
			
/*			if ( m_TinkBOBFilter == null )
				m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter();
			
			if ( m_TamingBOBFilter == null )
				m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter();*/
		}
Example #22
0
        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            switch (version)
            {
/*				case 2:
 *                                      {
 *                                              Hallucinating = ( bool )reader.ReadBool();
 *                                              goto case 1;
 *                                      }*/
            case 1:
            {
                IsMarried                 = ( bool )reader.ReadBool();
                m_AllowGayMarriages       = ( bool )reader.ReadBool();
                m_AllowCelestialMarriages = ( bool )reader.ReadBool();
                m_MarriageTime            = reader.ReadDateTime();
                m_WifeLoc                 = reader.ReadPoint3D();
                m_HusbandLoc              = reader.ReadPoint3D();
                m_MaritalStatus           = ( MaritalStatus )reader.ReadInt();
                m_TypeOfMarriage          = ( TypeOfMarriage )reader.ReadInt();
                m_FirstName               = ( string )reader.ReadString();
                m_LastName                = ( string )reader.ReadString();
                m_MaidenName              = ( string )reader.ReadString();
                m_RankPoints              = reader.ReadInt();

                /*GD13_HS_Start_5*/
                m_HuntMode     = ( HuntMode )reader.ReadInt();
                m_HuntRank     = ( HuntRank )reader.ReadInt();
                m_HuntReward   = ( HuntReward )reader.ReadInt();
                m_Hunting      = ( bool )reader.ReadBool();
                m_EasyKills    = reader.ReadInt();
                m_HardKills    = reader.ReadInt();
                m_ExtremeKills = reader.ReadInt();
                m_GodKills     = reader.ReadInt();
                /*GD13_HS_End_5*/
                goto case 0;
            }

            case 0:
            {
                m_Class             = ( PlayerClasses )reader.ReadInt();
                m_Race              = ( PlayerRaces )reader.ReadInt();
                m_Tribe             = ( PlayerTribes )reader.ReadInt();
                m_Rank              = ( PlayerRanks )reader.ReadInt();
                m_RewardsClaimed    = reader.ReadInt();
                m_Level             = reader.ReadInt();
                m_SkillPts          = reader.ReadInt();
                m_Experience        = reader.ReadInt();
                m_Age               = reader.ReadInt();
                m_NextLevelUp       = reader.ReadInt();
                m_Updated           = reader.ReadBool();
                m_Bioenginer        = reader.ReadBool();
                NextSmithBulkOrder  = reader.ReadTimeSpan();
                NextTailorBulkOrder = reader.ReadTimeSpan();
                //NextFletcherBulkOrder = reader.ReadTimeSpan();
                //NextCarpenterBulkOrder = reader.ReadTimeSpan();
                //NextTinkerBulkOrder = reader.ReadTimeSpan();
                //NextTamingBulkOrder = reader.ReadTimeSpan();
                m_BOBFilter = new Engines.BulkOrders.BOBFilter(reader);
                //m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter( reader );
                //m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter( reader );
                m_Flags = (MyPlayerFlag)reader.ReadInt();
                break;
            }
            }

            if (m_BOBFilter == null)
            {
                m_BOBFilter = new Engines.BulkOrders.BOBFilter();
            }

/*			if ( m_TinkBOBFilter == null )
 *                              m_TinkBOBFilter = new Engines.BulkOrders.TinkBOBFilter();
 *
 *                      if ( m_TamingBOBFilter == null )
 *                              m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter();*/
        }
Example #23
0
 public static bool IsAllowed(this PlayerClasses mask, PlayerClass playerClass) =>
 playerClass switch
 {