static BootItemForm() { BootItemForm.MIN_BOOT_SCREEN = 0; BootItemForm.MAX_BOOT_SCREEN = 1; BootItemForm.SZ_BOOT_SCREEN = new string[2] { "Picture", "Char String" }; BootItemForm.DefaultBootItem = new BootItem(); BootItemForm.data = new BootItem(); BootItemForm.dataContent = new BootContent(); }
void Init() { BackgroundColor = Constants.BackgroundColor; Lbl_Username.TextColor = Constants.MainTextColor; Lbl_Password.TextColor = Constants.MainTextColor; ActivitySpinner.IsVisible = false; LoginIcon.HeightRequest = Constants.LoginIconHeight; Entry_Username.Completed += (sender, e) => Entry_Password.Focus(); Entry_Password.Completed += (sender, e) => SignInProcedure(sender, e); Constants.towns = new ObservableCollection <TownModel>(); Constants.Hero = new Models.Character() { hp = 40, mp = 10, inventory = new Models.Inventory(), name = "Szymon" }; Constants.Hero.updateStats(); Constants.levelRate.Add(1, 50); Constants.levelRate.Add(2, 75); Constants.levelRate.Add(3, 125); Constants.levelRate.Add(4, 200); Constants.levelRate.Add(5, 300); Constants.levelRate.Add(6, 430); Constants.levelRate.Add(7, 580); Constants.levelRate.Add(8, 700); Constants.levelRate.Add(9, 1000); Constants.levelRate.Add(10, 1350); Constants.levelRate.Add(11, 1900); Constants.levelRate.Add(12, 2600); Constants.levelRate.Add(13, 3500); Constants.levelRate.Add(14, 4500); Constants.levelRate.Add(15, 6000); Constants.levelRate.Add(16, 7800); Constants.levelRate.Add(17, 9800); Constants.levelRate.Add(18, 12500); Constants.levelRate.Add(19, 14000); Constants.levelRate.Add(20, 18000); Constants.levelRate.Add(21, 25000); Constants.levelRate.Add(22, 35000); Constants.levelRate.Add(23, 50000); Constants.levelRate.Add(24, 67000); Constants.levelRate.Add(25, 83500); /*Constants.levelRate.Add(26, 50); * */ //Przedmioty Startowe dopóki nie ma dwóch miast jest to na sztywno ConsumableItem item1 = new ConsumableItem() { name = "Mikstura Życia", type = 0, hpRestore = 500, price = 50, image = "elixir.png", isConsuamble = true }; OneHandItem oneHand1 = new OneHandItem() { atk = 3, type = 1, name = "Sztylet", price = 200, image = "dagger.png", IsEquable = true }; ShieldItem ShieldItem1 = new ShieldItem() { def = 3, type = 2, name = "Prosta Tarcza", price = 200, image = "shield.png", IsEquable = true }; HelmetItem helmet1 = new HelmetItem() { mdef = 2, type = 3, name = "Prosty Hełm", price = 200, image = "viking.png", IsEquable = true }; BodyItem body1 = new BodyItem() { def = 3, mdef = 1, type = 4, name = "Łachmany", price = 500, image = "armor.png", IsEquable = true }; BootItem boot1 = new BootItem() { luck = 3, type = 5, name = "Buty", price = 200, image = "boots.png", IsEquable = true }; RingItem ring1 = new RingItem() { hp = 30, type = 6, name = "Pierscień Życia", price = 200, image = "shenRing.png", IsEquable = true }; // TwoHandItem twohand = new TwoHandItem() { atk = 3, type=7, name = "Sztylet", price = 200, image = "swords.png", IsEquable = true }; ObservableCollection <Models.Item> items = new ObservableCollection <Item>(); items.Add(item1); items.Add(oneHand1); items.Add(ShieldItem1); items.Add(helmet1); items.Add(body1); items.Add(boot1); items.Add(ring1); //Twohand! //Skille Constants.allSkills = new List <Skill>(); AttackSkill wolfBite = new AttackSkill() { name = "Ugryzienie", manaCost = 2, skillStr = 5 }; Quest firstQuest = new Quest() { exp = 30, done = 0, desc = "Tutaj znajduje się opis pierwszego questa", gold = 50, itemReward = null, name = "Pierwszy Quest", reqDone = 3, reward = "armor.png" }; ObservableCollection <Quest> firstTown = new ObservableCollection <Quest>(); firstTown.Add(firstQuest); //enemies Enemy enemy = new Enemy() { name = "Osa", rarity = "Common", image = "bee.png", def = 4, exp = 10, gold = 10, hp = 40, id = 0, items = new List <Item>(), loot = new List <Item>(), mag = 3, str = 8, luck = 5, lvl = 1, mp = 12, spr = 3, speed = 9, maxHP = 40, maxMP = 12 }; Enemy wolf = new Enemy() { name = "Wilk", rarity = "Common", image = "wolf.png", def = 6, freqAi = 69, isAi = true, exp = 12, gold = 9, hp = 60, id = 1, items = new List <Item>(), loot = new List <Item>(), mag = 1, str = 14, luck = 4, lvl = 1, mp = 16, spr = 6, skills = new List <Skill>(), speed = 12, maxHP = 60, maxMP = 16 }; wolf.skills.Add(wolfBite); TownModel town = new TownModel() { image = "village.jpg", noTown = 0, Name = "Deling", Quests = firstTown, Shop = items, isUnlocked = true }; Constants.towns.Add(town); Constants.actualTown = 0; Constants.Hero.inventory.items = new ObservableCollection <Item>(); Constants.allItems = new Dictionary <string, Item>(); Constants.allItems.Add(item1.name, item1); Constants.allItems.Add(oneHand1.name, oneHand1); Constants.allItems.Add(ShieldItem1.name, ShieldItem1); Constants.allItems.Add(helmet1.name, helmet1); Constants.allItems.Add(body1.name, body1); Constants.allItems.Add(boot1.name, boot1); Constants.allItems.Add(ring1.name, ring1); enemy.addLoot(new List <Item>() { item1 }); Constants.allEnemies = new List <Enemy>(); Constants.allEnemies.Add(enemy); Constants.allEnemies.Add(wolf); }
public void EquipArmour(ArmourItem armourItem) { #region Base Stats _playerAbilitySystem.strength += armourItem.strengthAmount; _playerAbilitySystem.intelligence += armourItem.intelligenceAmount; _playerAbilitySystem.strengthPhysicalDamageIncreaseAmount += armourItem.physicalArmour; _playerAbilitySystem.intelligenceElementalDamageIncreaseAmount += armourItem.elementalArmour; switch (armourItem.healthAmount) { case > 0: _player.maxHp += armourItem.healthAmount; break; case < 0: _player.maxHp -= armourItem.healthAmount; break; } switch (armourItem.manaAmount) { case > 0: _playerAbilitySystem.maxMana += armourItem.manaAmount; break; case < 0: _playerAbilitySystem.maxMana -= armourItem.manaAmount; break; } switch (armourItem.strengthAmount) { // Update Player Stats case < 0: _player.maxHp -= (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); break; case > 0: _player.maxHp += (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); break; } switch (armourItem.intelligenceAmount) { case < 0: _playerAbilitySystem.maxMana -= _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; break; case > 0: _playerAbilitySystem.maxMana += _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; break; } #endregion // ## HELMET ITEM ## if (armourItem is HelmetItem helmetItem) { head = helmetItem; _playerAbilitySystem.manaRegenerationPercentage += helmetItem.manaRegenerationPercentage; _player.GetComponent <SkillsManager>().activeSkills.ForEach(skill => skill.manaCost -= helmetItem.reducedManaCostOfSkillsAmount); _playerAbilitySystem.reducedManaCostOfSkillsAmount += helmetItem.reducedManaCostOfSkillsAmount; } // ## CHEST ITEM ## if (armourItem is ChestItem chestItem) { chest = chestItem; _playerAbilitySystem.healthOnHitAmount += chestItem.healthOnHitAmount; if (_playerAbilitySystem.GetComponent <PlayerEquipmentManager>().hasWeaponEquipped) { _playerAbilitySystem.GetComponent <PlayerEquipmentManager>().weaponItem.weaponRange += chestItem.additionalWeaponRangeAmount; } } if (armourItem is BootItem bootItem) { boots = bootItem; _playerAbilitySystem.moveSpeedIncreaseAmount += bootItem.moveSpeedIncrease; // Increase Movement Speed GetComponent <NavMeshAgent>().speed += (bootItem.moveSpeedIncrease / 100 * GetComponent <NavMeshAgent>().speed); } // ## Add Armour to Equipment Inventory ## _equipmentInventory.AddItem(armourItem); }
// public void EquipHelmet(HelmetItem helmetItem) // { // head = helmetItem; // _playerAbilitySystem.strength += helmetItem.strengthAmount; // _playerAbilitySystem.intelligence += helmetItem.intelligenceAmount; // // _playerAbilitySystem.strengthPhysicalDamageIncreaseAmount += helmetItem.physicalArmour; // _playerAbilitySystem.intelligenceElementalDamageIncreaseAmount += helmetItem.elementalArmour; // _playerAbilitySystem.manaRegenerationPercentage += helmetItem.manaRegenerationPercentage; // // switch (helmetItem.strengthAmount) // { // // Update Player Stats // case < 0: // _player.maxHp -= (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); // break; // case > 0: // _player.maxHp += (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); // break; // } // // switch (helmetItem.intelligenceAmount) // { // case < 0: // _playerAbilitySystem.maxMana -= _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; // break; // case > 0: // _playerAbilitySystem.maxMana += _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; // break; // } // // switch (helmetItem.healthAmount) // { // case > 0: // _player.maxHp += helmetItem.healthAmount; // break; // case < 0: // _player.maxHp -= helmetItem.healthAmount; // break; // } // // switch (helmetItem.manaAmount) // { // case > 0: // _playerAbilitySystem.maxMana += helmetItem.manaAmount; // break; // case < 0: // _playerAbilitySystem.maxMana -= helmetItem.manaAmount; // break; // } // // _equipmentInventory.AddItem(helmetItem); // } // public void EquipChest(ChestItem chestItem) // { // chest = chestItem; // _playerAbilitySystem.strength += chestItem.strengthAmount; // _playerAbilitySystem.intelligence += chestItem.intelligenceAmount; // // _playerAbilitySystem.strengthPhysicalDamageIncreaseAmount += chestItem.physicalArmour; // _playerAbilitySystem.intelligenceElementalDamageIncreaseAmount += chestItem.elementalArmour; // // switch (chestItem.strengthAmount) // { // // Update Player Stats // case < 0: // _player.maxHp -= (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); // break; // case > 0: // _player.maxHp += (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); // break; // } // // switch (chestItem.intelligenceAmount) // { // case < 0: // _playerAbilitySystem.maxMana -= _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; // break; // case > 0: // _playerAbilitySystem.maxMana += _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; // break; // } // // switch (chestItem.healthAmount) // { // case > 0: // _player.maxHp += chestItem.healthAmount; // break; // case < 0: // _player.maxHp -= chestItem.healthAmount; // break; // } // // switch (chestItem.manaAmount) // { // case > 0: // _playerAbilitySystem.maxMana += chestItem.manaAmount; // break; // case < 0: // _playerAbilitySystem.maxMana -= chestItem.manaAmount; // break; // } // // if (_playerAbilitySystem.GetComponent<PlayerEquipmentManager>().weaponItem != null) // _playerAbilitySystem.GetComponent<PlayerEquipmentManager>().weaponItem.weaponRange += chestItem.additionalWeaponRangeAmount; // // _equipmentInventory.AddItem(chestItem); // } public void UnEquip(Item item) { equipmentInventoryUI.hoverInterface.SetActive(false); _equipmentInventory.RemoveItem(item); if (item is WeaponItem) { hasWeaponEquipped = false; weaponItem = null; _playerInventory.AddItem(item); // Remove weapon from player's hands Destroy(playerWeaponHolsterTransform.gameObject.GetComponentInChildren <EnemyHitDetection>().gameObject); } if (item is ArmourItem armourItem) { switch (armourItem.healthAmount) { case > 0: _player.maxHp -= armourItem.healthAmount; break; case < 0: _player.maxHp += armourItem.healthAmount; break; } switch (armourItem.manaAmount) { case > 0: _playerAbilitySystem.maxMana -= armourItem.manaAmount; break; case < 0: _playerAbilitySystem.maxMana += armourItem.manaAmount; break; } switch (armourItem.strengthAmount) { // Update Player Stats case < 0: _player.maxHp += (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); break; case > 0: _player.maxHp -= (_playerAbilitySystem.strengthHpIncreaseAmount * _playerAbilitySystem.strength); break; } switch (armourItem.intelligenceAmount) { case < 0: _playerAbilitySystem.maxMana += _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; break; case > 0: _playerAbilitySystem.maxMana -= _playerAbilitySystem.intelligenceManaIncreaseAmount * _playerAbilitySystem.intelligence; break; } // ## HELMET ITEM ## if (armourItem is HelmetItem helmetItem) { head = null; _playerAbilitySystem.manaRegenerationPercentage -= helmetItem.manaRegenerationPercentage; _player.GetComponent <SkillsManager>().activeSkills.ForEach(skill => skill.manaCost -= helmetItem.reducedManaCostOfSkillsAmount); _playerAbilitySystem.reducedManaCostOfSkillsAmount -= helmetItem.reducedManaCostOfSkillsAmount; } // ## CHEST ITEM ## if (armourItem is ChestItem chestItem) { chest = null; _playerAbilitySystem.healthOnHitAmount -= chestItem.healthOnHitAmount; if (_playerAbilitySystem.GetComponent <PlayerEquipmentManager>().hasWeaponEquipped) { _playerAbilitySystem.GetComponent <PlayerEquipmentManager>().weaponItem.weaponRange -= chestItem.additionalWeaponRangeAmount; } } if (armourItem is BootItem bootItem) { boots = null; _playerAbilitySystem.moveSpeedIncreaseAmount -= bootItem.moveSpeedIncrease; // Increase Movement Speed GetComponent <NavMeshAgent>().speed -= (bootItem.moveSpeedIncrease / 100 * _basePlayerMoveSpeed); } _playerAbilitySystem.strength -= armourItem.strengthAmount; _playerAbilitySystem.intelligence -= armourItem.intelligenceAmount; _playerAbilitySystem.strengthPhysicalDamageIncreaseAmount -= armourItem.physicalArmour; _playerAbilitySystem.intelligenceElementalDamageIncreaseAmount -= armourItem.elementalArmour; _playerInventory.AddItem(item); } // Double check to make sure player's HP is not over the maximum if (_player.CurrentHp > _player.maxHp) { _player.CurrentHp = _player.maxHp; } }