Exemple #1
0
    public Campaign(string cname, string fileName)
    {
        CampaignName         = cname;
        this.fileName        = fileName;
        CampaignDescrtiption = "no campaign description";
        thumbnailName        = "default";

        cutscenes_watched = new List <string>();

        /// New Data stuff
        ///
        ItemDataContainer      = new ItemDataContainer();
        CutsceneDataContainer  = new CutsceneDataContianer();
        EffectMapDataContainer = new EffectMapsDataContainer();
        TileDataContainer      = new TileDatabaseContainer();
        MapData      = new MapDataContainer();
        PropertyMaps = new PropertyMapsContainer();
        JobsData     = new JobsDataContainer();

        GlobalFlags = new Dictionary <string, Flags>();

        movementTypes = new List <string>()
        {
            "walking", "flying"
        };
        properties.Add("flammable");
        properties.Add("on fire");

        initalCutscene = "";
        initalCombat   = "";

        campaignModifier = new DifficultyModifier();
    }
Exemple #2
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    public void InitMOdiferPanel(DifficultyModifier modifier)
    {
        curr_mod = modifier;

        PrintMods();

        //gameObject.SetActive(true);
    }
Exemple #3
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    public void AddDifficultyModifierToGroup(DifficultyModifier difficultyModifier, uint group)
    {
        System.Collections.Generic.List <DifficultyModifier> difficultyModifiers;
        if (!mDifficultyFactors.TryGetValue(group, out difficultyModifiers))
        {
            difficultyModifiers = new System.Collections.Generic.List <DifficultyModifier>();
            mDifficultyFactors.Add(group, difficultyModifiers);
        }

        difficultyModifiers.Add(difficultyModifier);

        mbDifficultyNeedsUpdating = true;
    }
Exemple #4
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	public void AddDifficultyModifierToGroup(DifficultyModifier difficultyModifier, uint group)
	{
		System.Collections.Generic.List<DifficultyModifier> difficultyModifiers;
		if (!mDifficultyFactors.TryGetValue(group, out difficultyModifiers))
		{
			difficultyModifiers = new System.Collections.Generic.List<DifficultyModifier>();
			mDifficultyFactors.Add(group, difficultyModifiers);
		}

		difficultyModifiers.Add(difficultyModifier);

		mbDifficultyNeedsUpdating = true;
	}