public void Setup()
        {
            action = new DeployArtifactAction();
            action.TestConfigurer = new ArtifactoryConfigurer();
            var cred = File.ReadAllText(@"c:\temp\art.txt").Split('|');

            action.TestConfigurer.Username = cred[0];
            action.TestConfigurer.Password = cred[1];
            action.TestConfigurer.Server   = @"http://artifactory.local:8081/artifactory";
            del = new DeleteItemAction();
            del.TestConfigurer          = new ArtifactoryConfigurer();
            del.TestConfigurer.Username = cred[0];
            del.TestConfigurer.Password = cred[1];
            del.TestConfigurer.Server   = @"http://artifactory.local:8081/artifactory";
            ret = new RetrieveArtifactAction();
            ret.TestConfigurer          = new ArtifactoryConfigurer();
            ret.TestConfigurer.Username = cred[0];
            ret.TestConfigurer.Password = cred[1];
            ret.TestConfigurer.Server   = @"http://artifactory.local:8081/artifactory";
            set = new SetItemPropertiesAction();
            set.TestConfigurer          = new ArtifactoryConfigurer();
            set.TestConfigurer.Username = cred[0];
            set.TestConfigurer.Password = cred[1];
            set.TestConfigurer.Server   = @"http://artifactory.local:8081/artifactory";
        }
Example #2
0
        private static float GetMultiplier(SetItemPropertiesAction action)
        {
            float multiplier = 1.0f;

            switch (action)
            {
            case SetItemPropertiesAction.Use:
                multiplier = 1.0f;
                break;

            case SetItemPropertiesAction.UnUse:
                multiplier = -1f;
                break;

            default:
                Debug.LogWarning("Action " + action + " not found (Going with default use)");
                break;
            }

            return(multiplier);
        }
        public static void SetItemProperties(InventoryPlayer player, InventoryItemProperty[] properties, SetItemPropertiesAction action)
        {
            float multiplier = 1.0f;
            switch (action)
            {
                case SetItemPropertiesAction.Use:
                    multiplier = 1.0f;
                    break;
                case SetItemPropertiesAction.UnUse:
                    multiplier = -1f;
                    break;
                default:
                    Debug.LogWarning("Action " + action + " not found (Going with default use)");
                    break;
            }

            // Use the item's properties.
            if (player != null)
            {
                foreach (var property in properties)
                {
                    var stat = player.characterCollection.GetStat(property.category, property.name);
                    if (stat != null)
                    {
                        switch (property.actionEffect)
                        {
                            case InventoryItemProperty.ActionEffect.Add:

                                if (property.isFactor)
                                {
                                    //if (property.increaseMax)
                                    //    stat.ChangeFactorMax((property.floatValue - 1.0f) * multiplier, true);
                                    //else
                                        stat.ChangeFactorMax((property.floatValue - 1.0f) * multiplier, true);
                                }
                                else
                                {
                                    //if(property.increaseMax)
                                    //    stat.ChangeMaxValueRaw(property.floatValue * multiplier, true);
                                    //else
                                        stat.ChangeMaxValueRaw(property.floatValue * multiplier, true);
                                }

                                break;
                            case InventoryItemProperty.ActionEffect.Restore:

                                if (property.isFactor)
                                    stat.ChangeCurrentValueRaw((stat.currentValue * (property.floatValue - 1.0f)) * multiplier);
                                else
                                    stat.ChangeCurrentValueRaw(property.floatValue * multiplier);

                                break;
                            default:
                                Debug.LogWarning("Action effect" + property.actionEffect + " not found.");
                                break;
                        }

                        //player.characterCollection.NotifyStatChanged(stat); // Done by the stat itself.
                    }
                    else
                    {
                        Debug.LogWarning("Stat based on property: " + property.name + " not found on player.");
                    }
                }
            }
        }
Example #4
0
        public static void SetItemProperty(IEquippableCharacter character, StatDecorator stat, SetItemPropertiesAction action, bool fireEvents = true)
        {
            Assert.IsNotNull(character, "Null player object passed, make sure the InventoryPlayerManager.instance.currentPlayer is set!");

            float multiplier = GetMultiplier(action);

            character.stats.Set(stat, multiplier);
        }
Example #5
0
 public static void SetItemProperties(IEquippableCharacter character, StatDecorator[] stats, SetItemPropertiesAction action, bool fireEvents = true)
 {
     // Use the item's properties.
     if (character != null)
     {
         foreach (var property in stats)
         {
             SetItemProperty(character, property, action, fireEvents);
         }
     }
 }