public override NameValueCollection GetQueryParameters() { NameValueCollection ParameterCollection = new NameValueCollection(); // Build the path (format: lat,lng lat,lng lat,lng ...) StringBuilder PathBuilder = new StringBuilder(); foreach (ILocation Waypoint in Waypoints) { if (PathBuilder.Length > 0) { PathBuilder.Append(" "); } PathBuilder.Append(Waypoint.Location.Position.Latitude.ToString(CultureInfo.InvariantCulture) + "," + Waypoint.Location.Position.Longitude.ToString(CultureInfo.InvariantCulture)); } ParameterCollection.Add("path", PathBuilder.ToString()); if (Constitution >= 1 && Constitution <= 5) { ParameterCollection.Add("constitution", Constitution.ToString(CultureInfo.InvariantCulture)); } ParameterCollection.Add("sport", Sport.ToString()); ParameterCollection.Add("format", Format.ToString()); return(ParameterCollection); }
public void LoadTexture() { //check to see if PlayerPrefs (our save location) HasKey (has a save file...you will need to reference the name of a file) if (!PlayerPrefs.HasKey("CharacterName")) { //if it doesnt then load the CustomSet level SceneManager.LoadScene("CharacterSettings"); } else { //if it does have a save file then load and SetTexture Skin, Hair, Mouth and Eyes from PlayerPrefs SetTexture("Skin", PlayerPrefs.GetInt("SkinIndex")); SetTexture("Hair", PlayerPrefs.GetInt("HairIndex")); SetTexture("Mouth", PlayerPrefs.GetInt("MouthIndex")); SetTexture("Eyes", PlayerPrefs.GetInt("EyesIndex")); SetTexture("Armour", PlayerPrefs.GetInt("ArmourIndex")); SetTexture("Clothes", PlayerPrefs.GetInt("ClothesIndex")); //grab the gameObject in scene that is our character and set its Object name to the Characters name gameObject.name = PlayerPrefs.GetString("CharacterName"); //get character class characterClass = PlayerPrefs.GetString("CharacterClass"); //get character skills stats Strength = PlayerPrefs.GetInt("Strength"); Dexterity = PlayerPrefs.GetInt("Dexterity"); Constitution = PlayerPrefs.GetInt("Constitution"); Intelligence = PlayerPrefs.GetInt("Intelligence"); Wisdom = PlayerPrefs.GetInt("Wisdom"); Charisma = PlayerPrefs.GetInt("Charisma"); Debug.Log(gameObject.name + " " + characterClass); Debug.Log("Strength:" + Strength.ToString() + " Dexterity:" + Dexterity.ToString() + " Constitution:" + Constitution.ToString() + " Intelligence:" + Intelligence.ToString() + " Wisdom:" + Wisdom.ToString() + " Charisma:" + Charisma.ToString()); } }
//Organize and display character information. public void DisplayCharacterInfo() { string title = " 1920's Investigator \n"; string spacer = "- - - - - - - - - - - \n"; string stat = "\n Characteristics \n"; String[,] invDet = new string[, ] { { "Name: ", Name }, { "Player: ", Player }, { "Occupation: ", Occupation }, { "Sex: ", Sex }, { "Age: ", Age.ToString() }, { "Birthplace: ", BirthPlace }, { "Residence: ", Residence } }; String[,] invCha = new string[, ] { { "STR: ", Strength.ToString() }, { "DEX: ", Dexterity.ToString() }, { "INT: ", Intelligence.ToString() }, { "CON: ", Constitution.ToString() }, { "APP: ", Appearance.ToString() }, { "POW: ", Power.ToString() }, { "SIZ: ", Size.ToString() }, { "EDU: ", Education.ToString() } }; Console.WriteLine(title + spacer); DisplaySplit(invDet, false); Console.WriteLine(stat + spacer); Console.WriteLine(" # | 1/2 | 1/5 "); DisplaySplit(invCha, true); }
public override string ToString() { return(Stregnth.ToString() + ' ' + Dexterity.ToString() + ' ' + Constitution.ToString() + ' ' + Intelligence.ToString() + ' ' + Wisdom.ToString() + ' ' + Charisma.ToString()); }
public override string ToString() { return(String.Format("Race: {0}\nStrength: {1}\nDexterity: {2}\nConstitution: {3}\nIntelligence: {4}\nWisdom: {5}\nCharisma: {6}\nArcane: {7}\nDivine: {8}\nDeviation Index: {9}", Race.ToString(), Strength.ToString(), Dexterity.ToString(), Constitution.ToString(), Intelligence.ToString(), Wisdom.ToString(), Charisma.ToString(), Arcane.ToString(), Divine.ToString(), DeviationIndex)); }
public override void WritePropertyXML(XmlWriter xmlWriter) { base.WritePropertyXML(xmlWriter); xmlWriter.WriteStartElement("Type"); xmlWriter.WriteString(Methods.GetCreatureTypeString(Type)); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("ChallengeRating"); xmlWriter.WriteString(ChallengeRating.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("AttackSets"); foreach (AttackSet attackSet in AttackSets) { attackSet.WriteXML(xmlWriter); } xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Strength"); xmlWriter.WriteString(Strength.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Dexterity"); xmlWriter.WriteString(Dexterity.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Constitution"); xmlWriter.WriteString(Constitution.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Intelligence"); xmlWriter.WriteString(Intelligence.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Wisdom"); xmlWriter.WriteString(Wisdom.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Charisma"); xmlWriter.WriteString(Charisma.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("BaseAttackBonus"); xmlWriter.WriteString(BaseAttackBonus.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("GrappleModifier"); xmlWriter.WriteString(GrappleModifier.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("HitPoints"); xmlWriter.WriteString(HitPoints.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("HitDice"); xmlWriter.WriteString(HitDice.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("HitDieType"); xmlWriter.WriteString(Methods.GetDieTypeString(HitDieType)); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("ArmorClass"); xmlWriter.WriteString(ArmorClass.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("TouchArmorClass"); xmlWriter.WriteString(TouchArmorClass.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("FlatFootedArmorClass"); xmlWriter.WriteString(FlatFootedArmorClass.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Speed"); Speed.WriteXML(xmlWriter); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("FortitudeSave"); xmlWriter.WriteString(FortitudeSave.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("ReflexSave"); xmlWriter.WriteString(ReflexSave.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("WillSave"); xmlWriter.WriteString(WillSave.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Feats"); foreach (string feat in Feats) { xmlWriter.WriteStartElement("Feat"); xmlWriter.WriteString(feat); xmlWriter.WriteEndElement(); } xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Space"); xmlWriter.WriteString(Space.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Reach"); xmlWriter.WriteString(Reach.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Size"); xmlWriter.WriteString(Methods.GetSizeString(Size)); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("DamageReductions"); foreach (DamageReduction dr in DamageReductions) { dr.WriteXML(xmlWriter); } xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("Immunities"); Immunities.WriteXML(xmlWriter); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("EnergyResistances"); foreach (EnergyResistance er in EnergyResistances) { er.WriteXML(xmlWriter); } xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("SpellResistance"); xmlWriter.WriteString(SpellResistance.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("FastHealing"); xmlWriter.WriteString(FastHealing.ToString()); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("SpecialAttacks"); xmlWriter.WriteString(SpecialAttacks); xmlWriter.WriteEndElement(); xmlWriter.WriteStartElement("SpecialQualities"); xmlWriter.WriteString(String.Join(", ", SpecialQualities)); xmlWriter.WriteEndElement(); }