// Use this for initialization void Start () { CurrentLevel = 3; instance = this; _temple = FindObjectOfType<Temple>(); }
public override string God() { int factionId = 0; // Get the temple faction ID if player is inside a temple if (GameManager.Instance.IsPlayerInsideBuilding && GameManager.Instance.PlayerEnterExit.BuildingType == DFLocation.BuildingTypes.Temple) { factionId = (int)GameManager.Instance.PlayerEnterExit.FactionID; } else { factionId = GameManager.Instance.PlayerGPS.GetTempleOfCurrentRegion(); } if (factionId == 0) { // Classic returns "BLANK" if no temple is found, here we return a random deity name const int minGodID = 21; const int maxGodID = 35; FactionFile.FactionIDs god = (FactionFile.FactionIDs)UnityEngine.Random.Range(minGodID, maxGodID + 1); return(god.ToString()); } Temple.Divines divine = Temple.GetDivine(factionId); return(TextManager.Instance.GetLocalizedText(divine.ToString())); }
private List <DFCareer.Skills> GetTrainingSkills() { switch (npcService) { // Handle Temples even when not a member case GuildNpcServices.TAk_Training: return(Temple.GetTrainingSkills(Temple.Divines.Akatosh)); case GuildNpcServices.TAr_Training: return(Temple.GetTrainingSkills(Temple.Divines.Arkay)); case GuildNpcServices.TDi_Training: return(Temple.GetTrainingSkills(Temple.Divines.Dibella)); case GuildNpcServices.TJu_Training: return(Temple.GetTrainingSkills(Temple.Divines.Julianos)); case GuildNpcServices.TKy_Training: return(Temple.GetTrainingSkills(Temple.Divines.Kynareth)); case GuildNpcServices.TMa_Training: return(Temple.GetTrainingSkills(Temple.Divines.Mara)); case GuildNpcServices.TSt_Training: return(Temple.GetTrainingSkills(Temple.Divines.Stendarr)); case GuildNpcServices.TZe_Training: return(Temple.GetTrainingSkills(Temple.Divines.Zenithar)); default: return(guild.TrainingSkills); } }
public TempleEditViewModel Update(TempleEditViewModel Temple) { Temple _Temple = TempleRepo.Update(Temple.toModel()); if (Temple.TempleImages != null && Temple.TempleImages.Count() > 0) { var toAdd = Temple.TempleImages.Where(i => i.ID == 0); foreach (var image in toAdd) { TempleImageRepo.Add(image.toModel()); } var toUpdate = Temple.TempleImages.Where(i => i.ID > 0); foreach (var image in toUpdate) { TempleImageRepo.Update(image.toModel()); } int[] ids = Temple.TempleImages.Select(x => x.ID).ToArray(); var toDelete = TempleImageRepo.GetFilter(i => !ids.Contains(i.ID) && i.TempleID == Temple.ID); foreach (var image in toDelete) { TempleImageRepo.Remove(image); } } unitOfWork.commit(); return(_Temple.toEditViewModel()); }
private void DonationMsgBox_OnGotUserInput(DaggerfallInputMessageBox sender, string input) { int amount = 0; if (int.TryParse(input, out amount)) { if (playerEntity.GetGoldAmount() > amount) { // Deduct gold, and apply blessing if member playerEntity.DeductGoldAmount(amount); int factionId = (int)Temple.GetDivine(buildingFactionId); // Change reputation int rep = Math.Abs(playerEntity.FactionData.GetReputation(factionId)); if (UnityEngine.Random.Range(1, 101) <= (2 * amount / rep + 1)) { playerEntity.FactionData.ChangeReputation(factionId, 1); // Does not propagate in classic } // Show thanks message DaggerfallMessageBox messageBox = new DaggerfallMessageBox(uiManager, uiManager.TopWindow); messageBox.SetTextTokens(DaggerfallUnity.Instance.TextProvider.GetRandomTokens(DonationThanksId), this); messageBox.ClickAnywhereToClose = true; messageBox.Show(); } else { DaggerfallMessageBox messageBox = new DaggerfallMessageBox(uiManager, uiManager.TopWindow); messageBox.SetTextTokens(DaggerfallUnity.Instance.TextProvider.GetRandomTokens(TooGenerousId), this); messageBox.ClickAnywhereToClose = true; messageBox.Show(); } } }
public void SetTemple(Temple newTemple) { temple = newTemple; templeName.GetComponent <TextMesh>().text = temple.name.ToString(); cost.GetComponent <TextMesh>().text = temple.cost.ToString(); templeName.GetComponent <TextMesh>().text = temple.name.ToString(); portrait.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Temples/Temple of " + temple.portrait); description.GetComponent <TextMesh>().text = temple.description; }
public Temple DeepCopy() { Temple newTemple = new Temple(name, cost, description, faction); newTemple.portrait = portrait; newTemple.faction = faction; newTemple.unit = unit.DeepCopy(); return(newTemple); }
void Start() { theTemple = GameObject.FindObjectOfType<Temple>(); MessageKit.addObserver(GameEventTypes.DayEnded, dayEnded); MessageKit.addObserver(GameEventTypes.LightningStopped, disaster1Stopped); MessageKit.addObserver(GameEventTypes.EarthQuakeStopped, disaster2Stopped); MessageKit.addObserver(GameEventTypes.VolcanoStopped, disaster3Stopped); MessageKit.addObserver(GameEventTypes.GameStarting, dayEnded); }
public void DispatchToTheTemple(Temple temple, Vector2 templePos) { for(int i = 0; i < queueSize; ++i) { if (peons[i] != null) { peons [i].Sacrifice (temple, templePos); FreeSlot (i); } } }
/// <summary> /// 获取模板列表 /// </summary> /// <returns></returns> public static PagResults <Temple> GetList(int typeid = 0, int start = 0, int limit = 0) { var result = new PagResults <Temple>(); result.Results = new List <Temple>(); string wheresql = typeid == 0 ? string.Empty : string.Format(" where TypeId={0} ", typeid); string limitsql = limit != 0 ? " LIMIT ?start,?limit" : string.Empty; var cmdText = @"select * from Temple " + wheresql + limitsql; List <MySqlParameter> parameters = new List <MySqlParameter>(); if (!string.IsNullOrEmpty(limitsql)) { parameters.Add(new MySqlParameter("?start", start)); parameters.Add(new MySqlParameter("?limit", limit)); } try { using (var conn = Utility.ObtainConn(Utility._gameDbConn)) { MySqlDataReader reader = MySqlHelper.ExecuteReader(conn, CommandType.Text, cmdText, parameters.ToArray()); while (reader.Read()) { Temple temple = new Temple(); temple.Id = reader.GetInt32(0); temple.Name = reader["Name"].ToString(); temple.LogoUrl = reader["LogoUrl"].ToString(); temple.TypeId = (int)reader["TypeId"]; result.Results.Add(temple); } //一个函数有两次连接数据库 先把连接断开 然后重连 conn.Close(); conn.Dispose(); conn.Open(); cmdText = "select count(*) from Temple " + wheresql; reader = MySqlHelper.ExecuteReader(conn, CommandType.Text, cmdText); if (reader.HasRows) { if (reader.Read()) { result.TotalCount = reader.GetInt32(0); } } } } catch (System.Exception ex) { throw; } return(result); }
void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } //DontDestroyOnLoad(gameObject); }
void Start() { mapEngine = FindObjectOfType <MapEngine>(); temple = FindObjectOfType <Temple>(); clone = GameObject.Find("Clone"); player = GameObject.Find("Player"); canMove = false; seenPlayer = false; radius1 = 100; radius2 = 30; maxCount = 30; counter = maxCount; currentVelocity = clone.transform.GetComponent <Rigidbody2D>().velocity; }
public ResponseDto <bool> Delete([FromBody] Temple temple) { ResponseDto <bool> response = new ResponseDto <bool>(_commonResource); try { _templeService.Delete(temple); return(response); } catch (Exception ex) { return(response.HandleDeleteException(response, ex)); } }
public ResponseDto <Temple> Save([FromBody] Temple temple) { ResponseDto <Temple> response = new ResponseDto <Temple>(_commonResource); try { response.Data = _templeService.Save(temple); return(response); } catch { return(response.HandleException(response)); } }
public static TempleViewModel toViewModel(this Temple model) { return(new TempleViewModel() { ID = model.ID, Name = model.Name, Description = model.Description, Address = model.Address, TicketPrice = model.TicketPrice, SectionName = model.Section?.Name //TempleImages = model.TempleImages }); }
public TempleViewModel GetByID(int id) { Temple _Temple = TempleRepo.GetByID(id); var TempleViewModel = _Temple?.toViewModel(); if (_Temple != null) { TempleViewModel.SectionName = _Temple?.Section.Name; TempleViewModel.TempleImages = _Temple?.TempleImages ?.Select(i => i.toViewModel()); } return(TempleViewModel); }
public void LoadTemple() { //print("Temple Loading"); if (currentNode.GetComponent <Node>().temple != null) { Temple temple = currentNode.GetComponent <Node>().temple; GameObject templeSpace = Tools.GetChildNamed(locationMenu, "Temple Space"); GameObject titleText = Tools.GetChildNamed(templeSpace, "Temple Title Text"); GameObject templeSprite = Tools.GetChildNamed(templeSpace, "Temple Sprite"); GameObject descriptionText = Tools.GetChildNamed(templeSpace, "Temple Description Text"); titleText.GetComponent <TextMesh>().text = temple.name.ToString(); templeSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Temples/Temple of " + temple.portrait); descriptionText.GetComponent <TextMesh>().text = temple.description; } }
public void MakeTempleBlueprints(GameObject player) { Faction faction = player.GetComponent <Player>().faction; Temple armamentsTemple = new Temple(TempleName.Armaments, 30, "Decrease unit\ncost by 20%", player.GetComponent <Player>().faction); player.GetComponent <Player>().templeBlueprints.Add(TempleName.Armaments, armamentsTemple); Temple traditionTemple = new Temple(TempleName.Tradition, 30, "Decrease ritual\ncost at this node", player.GetComponent <Player>().faction); player.GetComponent <Player>().templeBlueprints.Add(TempleName.Tradition, traditionTemple); Temple protectionTemple = new Temple(TempleName.Protection, 30, "Build a powerful\ndefensive building", player.GetComponent <Player>().faction); player.GetComponent <Player>().templeBlueprints.Add(TempleName.Protection, protectionTemple); Temple originTemple = new Temple(TempleName.Origin, 50, "Allow creation\nof Prophets", player.GetComponent <Player>().faction); player.GetComponent <Player>().templeBlueprints.Add(TempleName.Origin, originTemple); }
public override void VisitBuilding(int a, int b) { base.VisitBuilding(a, b); Temple t = Origin.GetComponent <Temple>(); House h = world.Map.GetBuildingAt(a, b).GetComponent <House>(); if (h == null) { return; } foreach (string god in t.gods) { h.SetFaith(god, 6); } }
public TempleEditViewModel Add(TempleEditViewModel Temple) { Temple _Temple = TempleRepo.Add(Temple.toModel()); unitOfWork.commit(); if (Temple.TempleImages != null && Temple.TempleImages.Count() > 0) { foreach (var image in Temple.TempleImages) { image.TempleID = _Temple.ID; TempleImageRepo.Add(image.toModel()); } } unitOfWork.commit(); return(_Temple.toEditViewModel()); }
public void increaseIncome(int val) { if (GetComponent <Farm>() != null) { Farm temp = GetComponent <Farm>(); temp.Increase(val * IncreaseMultiplyer); } else if (GetComponent <Lumberjack>() != null) { Lumberjack temp = GetComponent <Lumberjack>(); temp.Increase(val * IncreaseMultiplyer); } else if (GetComponent <Temple>() != null) { Temple temp = GetComponent <Temple>(); temp.Increase(val * IncreaseMultiplyer); } }
void MakeTemple(Faction faction) { Temple armamentsTemple = new Temple(TempleName.Armaments, 30, "Decrease unit\ncost by 20%", currentFaction); templeBuySpaces[0].GetComponent <TempleShopSpace>().SetTemple(armamentsTemple); Temple traditionTemple = new Temple(TempleName.Tradition, 30, "Decrease ritual\ncost at this node", currentFaction); templeBuySpaces[1].GetComponent <TempleShopSpace>().SetTemple(traditionTemple); Temple protectionTemple = new Temple(TempleName.Protection, 30, "Build a powerful\ndefensive building", currentFaction); templeBuySpaces[2].GetComponent <TempleShopSpace>().SetTemple(protectionTemple); Temple originTemple = new Temple(TempleName.Origin, 50, "Allow creation\nof Prophets", currentFaction); templeBuySpaces[3].GetComponent <TempleShopSpace>().SetTemple(originTemple); }
/// <summary> /// Initializes all buildings that belongs to this town. /// </summary> /// <returns>Array of buildings for the building tree.</returns> public Building[] InitializeTownBuildings() { Building[] buildings = new Building[12]; buildings[0] = new TownHall(); buildings[1] = new Pallisade(); buildings[2] = new Temple(); buildings[3] = new DragonTower(); buildings[4] = new TrollCave(); buildings[5] = new Marketplace(); buildings[6] = new BeastRidersGuild(); buildings[7] = new CernianCamp(); buildings[8] = new TrainingCamp(); buildings[9] = new MageTower(); buildings[10] = new WarriorsCamp(); buildings[11] = new Workshop(); return(buildings); }
/// <summary> /// 新增模板列表 /// </summary> /// <param name="temple"></param> /// <returns></returns> public static bool AddTemple(Temple temple) { var cmdText = @"insert into Temple (Name,LogoUrl,TypeId) values(?Name,?LogoUrl,?TypeId)"; var parameters = new List <MySqlParameter>(); parameters.Add(new MySqlParameter("?Name", temple.Name)); parameters.Add(new MySqlParameter("?LogoUrl", temple.LogoUrl)); parameters.Add(new MySqlParameter("?TypeId", temple.TypeId)); try { return (MySqlHelper.ExecuteNonQuery(Utility._gameDbConn, CommandType.Text, cmdText, parameters.ToArray()) > 0); } catch (System.Exception ex) { throw; } }
public static TempleEditViewModel toEditViewModel(this Temple model) { return(new TempleEditViewModel() { ID = model.ID, Name = model.Name, Description = model.Description, Address = model.Address, TicketPrice = model.TicketPrice, SectionName = model.Section?.Name, SectionID = model.SectionID, CreateBy = model.CreateBy, CreateDate = model.CreateDate, UpdateBy = model.UpdateBy, UpdateDate = model.UpdateDate }); }
void Start() { for (int i = 0; i < templesGO.Length; i++) { Temple thisTemple = templesGO[i].GetComponent <Temple>(); // If i = id de alguna pregunta/respuesta que hay que decidir mañana for (int j = 0; j < templesQuestionAnswerIds.Length; j++) { if (templesQuestionAnswerIds[j] == i) // REVER ESTO PORQUE PUEDE TENER ERROR { thisTemple.templeQuestionAnswerId = i; thisTemple.templeQuestion = myTestSystem.questions[i]; thisTemple.templeFirstAnswer = myTestSystem.firstAnswers[i]; thisTemple.templeSecondAnswer = myTestSystem.secondAnswers[i]; } } thisTemple.myPersonalitySystem = myPersonalitySystem; thisTemple.myTestSystem = myTestSystem; } }
void CreateTemple() { //Create the temple and place it in the world Temple prefab = (Temple)Instantiate(Resources.Load(("Prefabs/Temple"), typeof(Temple))); prefab.transform.parent = buildingGroup.transform; prefab.transform.position = buildingGroup.transform.position; prefab.SetClan(clan); //To get the correct color for the temple string color = ""; for (int i = 1; i < clan.Length; i++) { if (char.IsUpper(clan[i])) { color = clan.Substring(0, i - 1); break; } } foreach (Transform child in prefab.transform) { child.renderer.material.color = BlackBoard.Instance.GetColorForObject(color); AstarPath.active.UpdateGraphs(child.collider.bounds); } //Create a dictionary and save it to the blackboard Dictionary <string, WorkingMemoryValue> templeInfo = new Dictionary <string, WorkingMemoryValue>(); templeInfo.Add("Type", new WorkingMemoryValue("Temple")); templeInfo.Add("Position", new WorkingMemoryValue(transform.position)); templeInfo.Add("Length", new WorkingMemoryValue(3.0f)); templeInfo.Add("Health", new WorkingMemoryValue(1000.0f)); templeInfo.Add("Floors", new WorkingMemoryValue(1)); BlackBoard.Instance.SetFact(clan, "Buildings", new WorkingMemoryValue(templeInfo)); Debug.Log("Nu är templet byggt"); }
/// <summary> /// 更新模板列表 /// </summary> /// <param name="temple"></param> /// <returns></returns> public static bool UpdateTemple(Temple temple) { if (temple.Id == 0) { return(false); } var cmdText = @"update Temple set Name=?Name,LogoUrl=?LogoUrl,TypeId=?TypeId where Id=?Id;"; var parameters = new List <MySqlParameter>(); parameters.Add(new MySqlParameter("?Name", temple.Name)); parameters.Add(new MySqlParameter("?LogoUrl", temple.LogoUrl)); parameters.Add(new MySqlParameter("?TypeId", temple.TypeId)); parameters.Add(new MySqlParameter("?Id", temple.Id)); try { return (MySqlHelper.ExecuteNonQuery(Utility._gameDbConn, CommandType.Text, cmdText, parameters.ToArray()) > 0); } catch (System.Exception ex) { throw; } }
// Use this for initialization void Start () { temple = FindObjectOfType<Temple>(); }
public override string GodDesc() { return(Temple.GetDeityDesc((Temple.Divines)parent.buildingFactionId)); }
public override string God() { return(Temple.GetDivine(parent.buildingFactionId).ToString()); }
internal static void CityProduction(City city) { if (city == null || city.Size == 0 || city.Tile == null) { return; } Player player = Game.GetPlayer(city.Owner); IProduction production = null; // Create 2 defensive units per city if (player.HasAdvance <LaborUnion>()) { if (city.Tile.Units.Count(x => x is MechInf) < 2) { production = new MechInf(); } } else if (player.HasAdvance <Conscription>()) { if (city.Tile.Units.Count(x => x is Riflemen) < 2) { production = new Riflemen(); } } else if (player.HasAdvance <Gunpowder>()) { if (city.Tile.Units.Count(x => x is Musketeers) < 2) { production = new Musketeers(); } } else if (player.HasAdvance <BronzeWorking>()) { if (city.Tile.Units.Count(x => x is Phalanx) < 2) { production = new Phalanx(); } } else { if (city.Tile.Units.Count(x => x is Militia) < 2) { production = new Militia(); } } // Create city improvements if (production == null) { if (!city.HasBuilding <Barracks>()) { production = new Barracks(); } else if (player.HasAdvance <Pottery>() && !city.HasBuilding <Granary>()) { production = new Granary(); } else if (player.HasAdvance <CeremonialBurial>() && !city.HasBuilding <Temple>()) { production = new Temple(); } else if (player.HasAdvance <Masonry>() && !city.HasBuilding <CityWalls>()) { production = new CityWalls(); } } // Create Settlers if (production == null) { if (city.Size > 3 && !city.Units.Any(x => x is Settlers) && player.Cities.Length < 10) { production = new Settlers(); } } // Create some other unit if (production == null) { if (city.Units.Length < 4) { if (player.Government is Republic || player.Government is Democratic) { if (player.HasAdvance <Writing>()) { production = new Diplomat(); } } else { if (player.HasAdvance <Automobile>()) { production = new Armor(); } else if (player.HasAdvance <Metallurgy>()) { production = new Cannon(); } else if (player.HasAdvance <Chivalry>()) { production = new Knights(); } else if (player.HasAdvance <TheWheel>()) { production = new Chariot(); } else if (player.HasAdvance <HorsebackRiding>()) { production = new Cavalry(); } else if (player.HasAdvance <IronWorking>()) { production = new Legion(); } } } else { if (player.HasAdvance <Trade>()) { production = new Caravan(); } } } // Set random production if (production == null) { IProduction[] items = city.AvailableProduction.ToArray(); production = items[Common.Random.Next(items.Length)]; } city.SetProduction(production); }
/** * Called when the script is loaded, before the game starts */ void Awake () { S = this; }
public void Sacrifice (Temple temple, Vector3 templeLocation) { targetTemple = temple; actionState = State.eOfferingItem; MoveToPoint(templeLocation); }
void Start() { m_cam = Camera.main.GetComponent<CameraFollowPlayer>(); m_temple = GameObject.FindObjectOfType<Temple>(); }
// Use this for initialization void Awake() { temple = FindObjectOfType <Temple>(); }
public TempleViewModel GetByID(int id) { Temple Temple = TempleRepo.GetByID(id); return(Temple.toViewModel()); }