Example #1
0
        public void TryToFillContainer(bool immediately)
        {
            if (mDestroyed)
            {
                Debug.Log("Stack container is destroyed, not filling");
                return;
            }

            Purse purse = null;

            if (worlditem.Is <Purse> (out purse))
            {
                //purses are simple
                FillPurse(purse);
                return;
            }

            if (!worlditem.IsStackContainer)
            {
                return;
            }

            if (mIsFilling)
            {
                return;
            }

            if (State.HasBeenFilled && !TimeToFill)
            {
                return;
            }

            mIsFilling = true;
            StartCoroutine(FillContainerOverTime(immediately));
        }
Example #2
0
 protected void FillPurse(Purse purse)
 {
     if (State.FillMethod == ContainerFillMethod.SpecificItems)
     {
         purse.State.Bronze  += State.PurseBronze;
         purse.State.Silver  += State.PurseSilver;
         purse.State.Gold    += State.PurseGold;
         purse.State.Lumen   += State.PurseLumen;
         purse.State.Warlock += State.PurseWarlock;
     }
     else
     {
         //cumulative
         //TODO this is very temp - use game seed for random values and global settings for spawn values
         if (Flags.Check(State.Flags.Wealth, 0, Flags.CheckType.MatchAny))
         {
             purse.State.Bronze += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseBronzeCurrency);
             purse.State.Silver += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseSilverCurrency);
         }
         if (Flags.Check(State.Flags.Wealth, 1, Flags.CheckType.MatchAny))
         {
             purse.State.Bronze += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseBronzeCurrency);
             purse.State.Silver += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseSilverCurrency);
             purse.State.Gold   += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseGoldCurrency);
         }
         if (Flags.Check(State.Flags.Wealth, 2, Flags.CheckType.MatchAny))
         {
             purse.State.Silver += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseSilverCurrency);
             purse.State.Gold   += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseGoldCurrency);
             purse.State.Lumen  += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseLumenCurrency);
         }
         if (Flags.Check(State.Flags.Wealth, 4, Flags.CheckType.MatchAny))
         {
             purse.State.Silver += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseSilverCurrency);
             purse.State.Gold   += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseGoldCurrency);
             purse.State.Lumen  += Mathf.FloorToInt(UnityEngine.Random.value * Globals.AveragePurseLumenCurrency);
         }
     }
     //update our local base currency value so the purse is worth what's really in it
     worlditem.Props.Local.BaseCurrencyValue = purse.State.TotalValue;
     Finish();
 }