public static List <int> WriteTraitListToFile() { FileStream fcreate = File.Open(Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location) + "/Content/TraitList.json", FileMode.Create); fcreate.Close(); Console.WriteLine("Getting API"); //Get list from API GetAPIClient(); _listOfTraits = new TraitList(); HttpResponseMessage response = APIClient.GetAsync(new Uri("/v2/traits", UriKind.Relative)).Result; var failedList = new List <int>(); if (response.IsSuccessStatusCode) { // Get Skill ID list _listOfTraits.Items.AddRange(GetListGW2APITraits()); var writer = new StreamWriter(Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location) + "/Content/TraitList.json"); var serializer = new JsonSerializer { NullValueHandling = NullValueHandling.Ignore, Formatting = Formatting.None, DefaultValueHandling = DefaultValueHandling.Ignore, ContractResolver = GeneralHelper.ContractResolver }; serializer.Serialize(writer, _listOfTraits.Items); writer.Close(); } return(failedList); }
private void OnEnable() { traitList = (TraitList)target; if (traitList.traits == null) { traitList.traits = new List <Trait>(); } }
public void GenerateTraitsList(CreatureManager hManager, string speciesName) { //Generate the list of traits. This is because all traits will be on the same layout // This MIGHT change through mutation (swap with other traits etc?) //genome = gameObject.GetComponent<HumanManager>().genomeManager.genome; genome = hManager.genomeManager.genome; traitList = new TraitList(genome, this, hManager, speciesName); //This has been moved to the Thread //EvaluateTraits(); }
public Character(int maxTraits, int minLevel, int maxLevel) { GameObject.Find("GameController").GetComponent <GameController> ().CharacterDatabase.AssignID(this); SecondWindActive = false; SecondWindEnergyGain = 200; LevelUpThreshold = 1000; SkillAdvanceThreshold = 1000; //TODO: Replace Array here with dynamic list, and the demands for executing one with a matching string in list //Alternatively, a game object or class instance per special move? SpecialMovesKnown = new bool[2]; RandomBonusRange = 5; RandomHealthBonusRange = 100; RandomEnergyBonusRange = 400; UsedSpecialMoveThisTurn = false; TurnsSinceLastSpecialMove = 0; IsInTeam = false; Traits = new List <Trait>(); TraitList traitList = new TraitList(); List <Trait> allTraits = traitList.GetTrait(); RaceList races = new RaceList(); List <Race> allRaces = races.GetRace(); ClassList classes = new ClassList(); List <Class> allClasses = classes.GetFClass(); Level = 1; SetRace(allRaces); SetGender(); SetAge(); SetName(); SetTraits(allTraits, maxTraits); SetFClass(allClasses); SetAllStats(); SetBaseSpecialMoves(); SetRandomFightMoneyCut(); InitialLeveling(minLevel, maxLevel); CurrentHealth = MaxHealth; CurrentEnergy = MaxEnergy; ExperiencePoints = 0; Relations = new CharacterRelations(); CharacterFlags = new CharacterFlags(); }
public UnitInfoDisplayScript uid; //maybe remove from here later void Start() { traits = new TraitList(); ReconstructGUI(); }