Example #1
0
 public void Load()
 {
     //Units
     XMLDataSerializer.LoadUnits("Assets/Data/Units.xml");
     //Cards
     XMLDataSerializer.LoadCards("Assets/Data/Cards.xml");
     //Todo Abilities
     //XMLDataSerializer.LoadAbilities("Assets/Data/Abilities.xml");
 }
    void CreatCard()
    {
        XMLDataSerializer.LoadCards("Assets/Data/Cards.xml");
        //CardList cl = new CardList("main");

        switch (cardTypeInt)
        {
        case 0:
            Action act = new Action();

            act.type                = NSGameplay.Cards.ECardType.Instant;
            act.cost                = utilityCost;
            act.name                = cardName;
            act.tooltip             = new NSGameplay.Cards.Tooltip();
            act.tooltip.description = cardDescription;
            act.tooltip.title       = cardDescTitle;
            act.tooltip.image_Path  = "path of an image";
            act.damageOut           = damageOut;
            act.damageIn            = damageIn;
            act.healOut             = healOut;
            act.healIn              = healIn;
            act.armorUpIn           = armorUpIn;
            act.armorUpOut          = armorUpOut;
            act.armorDownIn         = armorDownIn;
            act.armorDownOut        = armorDownOut;

            Libraries.instance.Save_Card_Local(act);
            Libraries.instance.Save_Cards_To_File();
            break;

        case 1:
            Minion min = new Minion();

            min.type                = NSGameplay.Cards.ECardType.Minion;
            min.cost                = 2;
            min.name                = cardName;
            min.tooltip             = new NSGameplay.Cards.Tooltip();
            min.tooltip.description = cardDescription;
            min.tooltip.title       = cardDescTitle;
            min.tooltip.image_Path  = "path of an image";
            min.attack              = minionAttack;
            min.baseDefence         = minionBaseDefense;
            min.defence             = minionBaseDefense;
            min.health              = minionHealth;

            Libraries.instance.Save_Card_Local(min);
            Libraries.instance.Save_Cards_To_File();
            break;

        case 2:
            Passive pas = new Passive();


            break;
        }
    }
Example #3
0
    private void CreateNewUnit()
    {
        UnitInfo u = new UnitInfo(100, 5, 10, 1, "The first unit's name");

        u.name = "Hunter";
        UnitList ul = new UnitList("main");

        ul.Add(u);
        XMLDataSerializer.SaveUnits(ul, "Assets/Data/Units.xml");
    }
 //Load the part reference data for a part configuration
 public static List <PartyReference> LoadParty()
 {
     if (!loaded)
     {
         XMLDataSerializer <PartyContainer> serializer
             = new XMLDataSerializer <PartyContainer>(XML_PATH_PREFIX + XML_PATH);
         PartyContainer container = serializer.Deserialize();
         PartyReference = container.PartyReference;
         loaded         = true;
     }
     return(PartyReference);
 }
 private static void LoadCharacters()
 {
     if (!loaded)
     {
         XMLDataSerializer <BaseCharacterContainer> serializer
             = new XMLDataSerializer <BaseCharacterContainer>(XML_PATH_PREFIX + XML_PATH);
         BaseCharacterContainer container = serializer.Deserialize();
         foreach (BaseCharacter character in container.BaseCharacters)
         {
             characters.Add(character.code, character);
         }
         loaded = true;
     }
 }
Example #6
0
    //Save Card Library to file
    public int Save_Cards_To_File()
    {
        int      count = 0;
        CardList list  = new CardList("main");

        foreach (KeyValuePair <string, Card> c in Library_Card)
        {
            list.cardList.Add(c.Value);
            ++count;
        }
        XMLDataSerializer.SaveCards(list, "Assets/Data/Cards.xml");
        Debug.Log("Saving " + count + " cards to file.");
        return(count);
    }
Example #7
0
    //Save the Unit Library to file.
    public int Save_Units_To_File()
    {
        int      count = 0;
        UnitList list  = new UnitList("main");

        foreach (KeyValuePair <string, UnitInfo> u in Library_Unit)
        {
            list.unitList.Add(u.Value);
            ++count;
        }
        XMLDataSerializer.SaveUnits(list, _Library_Units_Path);
        Debug.Log("Saving " + count + " units to file.");
        return(count);
    }
Example #8
0
        public static List <IUser> ReturnDeserializedUsers()
        {
            XMLUsers deserializedUsers = XMLDataSerializer.DeserializeUsers(new XMLUsers()) as XMLUsers;

            if (deserializedUsers.Users == null)
            {
                return(new List <IUser> {
                });
            }
            else
            {
                return(deserializedUsers.Users);
            }
        }
Example #9
0
    private void CreateNewCard()
    {
        Minion c = new Minion();

        c.cost                = 2;
        c.name                = c.name.ParseName();
        c.tooltip             = new NSGameplay.Cards.Tooltip();
        c.tooltip.description = "The description.";
        c.tooltip.title       = "Title of tooltip";
        c.tooltip.image_Path  = "path of an image";
        c.attack              = 4;
        c.baseDefence         = 2;
        c.defence             = 2;
        c.health              = 20;
        c.utility             = 0;

        CardList cl = new CardList("main");

        cl.cardList.Add(c);
        XMLDataSerializer.SaveCards(cl, "Assets/Data/Cards.xml");
    }
Example #10
0
 public void SaveUsers()
 {
     XMLDataSerializer.SerializeUsers(new XMLUsers());
     XMLFileManager.SaveFile();
     Messenger.Default.Send(new NotificationMessage("DisableButtons"));
 }
Example #11
0
 private void LoadCards()
 {
     XMLDataSerializer.LoadCards("Assets/Data/Cards.xml");
 }
Example #12
0
 private void LoadUnits()
 {
     Debug.Log("Loading units");
     XMLDataSerializer.LoadUnits("Assets/Data/Units.xml");
 }