Example #1
0
        //
        // Unity Events
        //


        // Use this for initialization
        void Start()
        {
            this.stringBuilder = new StringBuilder();

            Debug.Assert(this.xpProgressor != null, "Could not assign a null XpProgressor");

            if (this.loadSlot1OnStart)
            {
                bool slot1Loaded = this.LoadCharacterFromFileWithCheck(1);

                if (!slot1Loaded)
                {
                    Debug.Log("Since Slot 1 was empty, a new character will be made instead");
                    this.character = new RpgCharacterData(new Guid(this.givenGuid),
                                                          this.xpProgressor,
                                                          this.startingHealthPoints,
                                                          this.startingHealthPoints,
                                                          RpgDataRegistry.Instance.DefaultStatPointAssignment,
                                                          this.givenCharacterName);
                    this.AddXp(this.startingXp);
                }
            }
            else
            {
                this.character = new RpgCharacterData(new Guid(this.givenGuid),
                                                      this.xpProgressor,
                                                      this.startingHealthPoints,
                                                      this.startingHealthPoints,
                                                      RpgDataRegistry.Instance.DefaultStatPointAssignment,
                                                      this.givenCharacterName);
                this.AddXp(this.startingXp);
            }

            this.RefreshUI();
        }
Example #2
0
        /// <summary>
        ///     Randomizes the data of the current character. Does not save changes to file
        /// </summary>
        public void RandomizeCharacter()
        {
            RpgCharacterPacket newPacket = new RpgCharacterPacket();

            int randomIndex = Random.Range(0, this.randomNames.Length);

            newPacket.name              = this.randomNames[randomIndex];
            newPacket.id                = this.randomGuids[randomIndex];
            newPacket.hp                = Random.Range(5, 150);
            newPacket.maxHp             = 150;
            newPacket.additionalMaxHp   = 0;
            newPacket.unallocatedSpPool = Random.Range(0, 33);
            newPacket.assignmentType    = RpgDataRegistry.Instance.DefaultStatPointAssignment;

            XpPacket xpPacket = new XpPacket();

            xpPacket.xpProgessorId             = this.xpProgressor.Id.ToString();
            xpPacket.level                     = Random.Range(1, 10);
            xpPacket.xp                        = Random.Range(0, 301);
            xpPacket.xpToNextLevel             = 300;
            xpPacket.currentLevelMultiplier    = this.xpProgressor.LevelMultiplier;
            xpPacket.currentOldValueMultiplier = this.xpProgressor.OldXtnlMultiplier;

            newPacket.xpDataPacket = xpPacket;


            this.character = new RpgCharacterData(newPacket);

            Debug.Log("Current character was randomized. Note that nothing was saved to disk.");

            this.RefreshUI();
        }
        //
        // Unity Events
        //


        // Use this for initialization
        void Start()
        {
            this.stringBuilder = new StringBuilder();

            Debug.Assert(this.xpProgressor != null, "Could not assign a null XpProgressor");

            this.character = new RpgCharacterData(Guid.NewGuid(),
                                                  this.xpProgressor,
                                                  this.startingHealthPoints,
                                                  this.startingHealthPoints,
                                                  RpgDataRegistry.Instance.DefaultStatPointAssignment,
                                                  this.givenCharacterName);


            this.AddXp(this.startingXp);

            this.RefreshUI();
        }
Example #4
0
        /// <summary>
        ///     Loads a player from file using the name and id of the player saved in the given slot.
        ///     Returns true if the slot is not empty and the character was loaded
        /// </summary>
        /// <param name="slotNumber">Slot number.</param>
        public void LoadCharacterFromFile(int slotNumber)
        {
            SaveSlot slot = SaveSlotRegistry.Instance.GetSlotAt(slotNumber);

            Debug.Assert(slot != null, "Invalid SaveSlot");

            if (slot.isSlotOccupied == false)
            {
                Debug.LogWarning("Save Slot " + slotNumber.ToString() + " is empty. No character was loaded.");
                return;
            }

            this.character = RpgCharacterSerializer.LoadCharacter(slot.playerName, slot.playerId);

            Debug.Assert(this.character != null, "Unknown Error when loading character from file! " + slot.playerName + " " + slot.playerId);

            Debug.Log("The character \"" + this.character.Name + "\" was loaded from Slot " + slotNumber.ToString());

            this.RefreshUI();
        }
        // Use this for initialization
        void Start()
        {
            Debug.Assert(string.IsNullOrEmpty(this.xpProgressorName) == false,
                         "Please provide an proper XpProgressor in the Inspector");

            this.xpProgressor = RpgDataRegistry.Instance.SearchXpProgressor(this.xpProgressorName);

            Debug.Assert(this.xpProgressor != null,
                         "Could not find an XpProgressor by the name " + this.xpProgressorName);

            this.character = new RpgCharacterData(Guid.NewGuid(),
                                                  this.xpProgressor,
                                                  this.startingHealthPoints,
                                                  this.startingHealthPoints,
                                                  RpgDataRegistry.Instance.DefaultStatPointAssignment,
                                                  this.givenCharacterName);
            this.AddXp(this.startingXp);

            this.RefreshUI();
        }