// data this model uses //private ProtoCharacterData m_data; //public ProtoCharacterData GetData() { // return m_data; //} ////////////////////////////////////////// /// Awake() ////////////////////////////////////////// void Awake() { // init data asap if (Name == "Goblin") { ProtoCharacterData data = IDL_ProtoCharacters.GetCharacter(Name); // set various things SetProperty("HP", data.HP); SetProperty("Abilities", data.Abilities); SetProperty("Name", data.Name); } else { // load the player's data PlayerData data = PlayerLoader.LoadPlayer(); SetProperty("HP", data.GetMaxHP()); SetProperty("Name", data.Name); SetProperty("Abilities", data.GetAbilities()); } SetProperty("Effects", new Dictionary <string, Effect>()); // listen for messages ListenForMessages(true); }
////////////////////////////////////////// /// Awake() ////////////////////////////////////////// void Awake() { // load the player's data PlayerData data = PlayerLoader.LoadPlayer(); // set various properties based on our data SetProperty("XP", data.XP); SetProperty("Perks", data.Perks); // send out a message about all the perks the player has //foreach ( KeyValuePair<string,int> pair in data.Perks ) { //Messenger.Broadcast<string, int>( "SetPerk", pair.Key, pair.Value ); //} }
/** * Load the players current party into the game */ public static Party LoadParty() { List <PartyReference> reference = PartyRepository.LoadParty(); try { if (party != null) { return(party); } else { party = new Party(); List <PartyReference> pr = PartyRepository.LoadParty(); pr.ForEach(partyReference => { Player player = PlayerLoader.LoadPlayer(partyReference.Code); player.isCurrentPlayer = partyReference.IsCurrentPlayer; player.startX = partyReference.X; player.startY = partyReference.Y; party.CharacterConfiguration[partyReference.Position] = player; if (partyReference.IsCurrentPlayer) { party.CurrentPlayer = player; } }); } } catch (MissingReferenceException e) { party = null; LoadParty(); //TEMP print(e.Message); } return(party); }