Example #1
0
 /// <summary>
 ///  add max magic of player
 /// </summary>
 /// <param name="increaseHealth">Incremental health value</param>
 public void IncreaseMaxMagic(float increaseMagic)
 {
     if (increaseMagic > 0)
     {
         PlayerSaveDataProxy.GetInstance().IncreaseMaxMagic(increaseMagic);
     }
 }
Example #2
0
 /// <summary>
 /// add health when player eat health potions
 /// </summary>
 /// <param name="healthValue"></param>
 public void IncreaseHealthValues(float healthValue)
 {
     if (healthValue > 0)
     {
         PlayerSaveDataProxy.GetInstance().IncreaseHealthValues(healthValue);
     }
 }
Example #3
0
 /// <summary>
 ///  add max dexterity of player
 /// </summary>
 /// <param name="increaseHealth">Incremental dexterity value</param>
 public void IncreaseMaxDEX(float increaseDEX)
 {
     if (increaseDEX > 0)
     {
         PlayerSaveDataProxy.GetInstance().IncreaseMaxDEX(increaseDEX);
     }
 }
Example #4
0
 /// <summary>
 /// add magic when player eat magic potions
 /// </summary>
 /// <param name="MagicValue">add magic value</param>
 public void IncreaseMagicValues(float magicValue)
 {
     if (magicValue > 0)
     {
         PlayerSaveDataProxy.GetInstance().IncreaseMagicValues(magicValue);
     }
 }
Example #5
0
 /// <summary>
 ///  add max attack damage of player
 /// </summary>
 /// <param name="increaseHealth">Incremental attack damage value</param>
 public void IncreaseMaxATK(float increaseATK)
 {
     if (increaseATK > 0)
     {
         PlayerSaveDataProxy.GetInstance().IncreaseMaxATK(increaseATK);
     }
 }
Example #6
0
 /// <summary>
 ///  add max health of player
 /// </summary>
 /// <param name="increaseHealth">Incremental health value</param>
 public void IncreaseMaxHealth(float increaseHealth)
 {
     if (increaseHealth > 0)
     {
         PlayerSaveDataProxy.GetInstance().IncreaseMaxHealth(increaseHealth);
     }
 }
Example #7
0
 /// <summary>
 /// decrease magic with attack be enemy
 /// function: magic = magic -(magic cost)
 /// </summary>
 /// <param name="MagicValue">magic cost</param>
 public void DecreaseMagicValues(float MagicValue)
 {
     if (MagicValue > 0)
     {
         PlayerSaveDataProxy.GetInstance().DecreaseMagicValues(MagicValue);
     }
 }
Example #8
0
 /// <summary>
 /// decrease healths with attack be enemy
 /// function: _health = _health -(enemy damage - player defense -player weapon defense)
 /// </summary>
 /// <param name="enemyAttackValue">health cost</param>
 public void DecreaseHealthValues(float enemyAttackValue)
 {
     if (enemyAttackValue > 0)
     {
         PlayerSaveDataProxy.GetInstance().DecreaseHealthValues(enemyAttackValue);
     }
 }
Example #9
0
        private void Start()
        {
            //setup default value
            PlayerSaveDataProxy playerSaveDataProxy = new PlayerSaveDataProxy(playerCurrentHp, playerCurrentMp, playerCurrentATK,
                                                                              playerCurrentDEF, playerCurrentDEX, playerMaxHp, playerMaxMp, playerMaxATK, playerMaxDEF, playerMaxDEX, FloATKByProp, FloDEFByProp, FloDEXByProp);
            PlayerExtenalDataProxy playerExtenalDataProxy = new PlayerExtenalDataProxy(IntEXP, IntKillNum, IntLevel, IntGold, IntDiamond);

            //player inventory data set up
            PlayerInventoryDataProxy playerInventoryDataProxy = new PlayerInventoryDataProxy(IntHealthPotionNum, IntManaPotionNum, IntATKNum, IntDEFNum, IntDexNum);
        }
Example #10
0
        /// <summary>
        /// save game process
        /// </summary>
        /// <returns></returns>
        public bool SaveGameProcess()
        {
            _PlayerKernalDataProxy    = PlayerSaveDataProxy.GetInstance();
            _PlayerExtenalDataProxy   = PlayerExtenalDataProxy.GetInstance();
            _PlayerInventoryDataProxy = PlayerInventoryDataProxy.GetInstance();

            //save game config
            StoreTOXML_GlobalParaData();
            //save player core data
            StoreTOXML_KernalData();
            //save player extenal data
            StoreTOXML_ExtenalData();
            //save player inventory data
            StoreTOXML_InventoryData();
            return(true);
        }
        // Start is called before the first frame update
        IEnumerator Start()
        {
            //  PlayerSaveDataProxy playerSaveDataProxy = new PlayerSaveDataProxy(100, 100, 10,
            //  5, 45, 100, 100, 10, 5, 50, 0, 0, 0);
            //
            //  PlayerExtenalDataProxy playerExtenalDataProxy = new PlayerExtenalDataProxy(0, 0, 0, 0, 0);

            yield return(new WaitForSeconds(WAIT_FOR_SECONDS_ON_START));

            //Show initial value
            PlayerSaveDataProxy.GetInstance().DisplayAllOriginalValues();
            PlayerExtenalDataProxy.GetInstance().DisplayerAllOriginalValue();

            //player name
            // if((GlobalParaMgr.PlayerName != null) && (!GlobalParaMgr.PlayerName.Trim().Equals("")))
            if (!string.IsNullOrEmpty(GlobalParaMgr.PlayerName))
            {
                TxtPlayerName.text = GlobalParaMgr.PlayerName;
                TxtPlayerNameByDetailPanel.text = GlobalParaMgr.PlayerName;
            }
        }
Example #12
0
 /// <summary>
 /// get max DEX of player
 /// </summary>
 /// <returns></returns>
 public float GetMaxDEX()
 {
     return(PlayerSaveDataProxy.GetInstance().GetMaxDEX());
 }
Example #13
0
 /// <summary>
 /// function: _MoveSpeed = maxMoveSpeed /2 * (health /maxhealth ) - defence + [weapon dexterity]
 /// update player dexterity
 /// </summary>
 /// <param name="newDEXValues">new dexterity</param>
 public void UpdateDEXValues(float newDEXValues = 0)
 {
     PlayerSaveDataProxy.GetInstance().UpdateDEXValues(newDEXValues);
 }
Example #14
0
 /// <summary>
 /// get current attack damage
 /// </summary>
 /// <returns></returns>
 public float GetCurrentDEF()
 {
     return(PlayerSaveDataProxy.GetInstance().GetCurrentDEF());
 }
Example #15
0
 public void IncreaseMagic()
 {
     PlayerSaveDataProxy.GetInstance().IncreaseMagicValues(40);
 }
Example #16
0
 public void IncreaseHP()
 {
     //use modle layer functions
     PlayerSaveDataProxy.GetInstance().IncreaseHealthValues(30);
 }
Example #17
0
 /// <summary>
 /// rewrite this function
 /// </summary>
 protected override void InvokeMethodByEndDrag()
 {
     print(GetType() + "/InvokeMethodByEndDrag()");
     PlayerSaveDataProxy.GetInstance().IncreaseMaxDEF(FloADDPlayerMaxDEF);
     PlayerSaveDataProxy.GetInstance().UpdateDEFValues();
 }
Example #18
0
 public void DecreaseMagic()
 {
     PlayerSaveDataProxy.GetInstance().DecreaseMagicValues(15);
 }
Example #19
0
 /// <summary>
 /// function: _AttackForce = MaxATK/2*(Health/MaxHealth)+[Weapon damage]
 /// update attack damage
 /// </summary>
 /// <param name="newWeaponValues">new weapon damage</param>
 public void UpdateATKValues(float newWeaponValues = 0)
 {
     PlayerSaveDataProxy.GetInstance().UpdateATKValues(newWeaponValues);
 }
Example #20
0
 public void DecreaseHP()
 {
     PlayerSaveDataProxy.GetInstance().DecreaseHealthValues(10);
 }