Exemple #1
0
    //Function that loads the unit party
    public void loadParty()
    {
        //Create instance of FileIOS object
        FileIOS File = new FileIOS();
        //Create an instance of a new Party object
        Party Team = new Party();

        //If count of the ulBattleReadyParty is greater than or equal to 1
        if (ulBattleReadyParty.Count >= 1)
        {//Remove all elements of the current ulBattleReadyParty list
            ulBattleReadyParty.RemoveRange(0, ulBattleReadyParty.Count);
        }

        //string victoryParty = EditorUtility.OpenFilePanel("Open File", Application.dataPath + "/GameData/VictoryParty", "xml");
        //Store file path into the string variable
        string victoryParty = Application.dataPath + "/GameData/VictoryParty/WinningParty.xml";
        //Deserialize the the object in the path and store into party variable
        Team = File.Deserialize<Party>(victoryParty);

        //Set proper text variables to proper values
        ifP1Name.text = Team.ulUnits[0].sName;
        ifP1Name.text = Team.ulUnits[0].sName;
        ifP1Health.text = Team.ulUnits[0].iHealth.ToString();
        ifP1Strength.text = Team.ulUnits[0].iStrength.ToString();
        ifP1Defense.text = Team.ulUnits[0].iDefense.ToString();
        ifP1Speed.text = Team.ulUnits[0].iSpeed.ToString();
        ifP1Level.text = Team.ulUnits[0].iLevel.ToString();

        //Add unit to list
        ulBattleReadyParty.Add(Team.ulUnits[0]);

        //Set proper text variables to proper values
        ifP2Name.text = Team.ulUnits[1].sName;
        ifP2Name.text = Team.ulUnits[1].sName;
        ifP2Health.text = Team.ulUnits[1].iHealth.ToString();
        ifP2Strength.text = Team.ulUnits[1].iStrength.ToString();
        ifP2Defense.text = Team.ulUnits[1].iDefense.ToString();
        ifP2Speed.text = Team.ulUnits[1].iSpeed.ToString();
        ifP2Level.text = Team.ulUnits[1].iLevel.ToString();

        //Add unit to list
        ulBattleReadyParty.Add(Team.ulUnits[1]);

        //Set proper text variables to proper values
        ifP3Name.text = Team.ulUnits[2].sName;
        ifP3Name.text = Team.ulUnits[2].sName;
        ifP3Health.text = Team.ulUnits[2].iHealth.ToString();
        ifP3Strength.text = Team.ulUnits[2].iStrength.ToString();
        ifP3Defense.text = Team.ulUnits[2].iDefense.ToString();
        ifP3Speed.text = Team.ulUnits[2].iSpeed.ToString();
        ifP3Level.text = Team.ulUnits[2].iLevel.ToString();

        //Add unit to list
        ulBattleReadyParty.Add(Team.ulUnits[2]);

        //Set images to passed in list
        setImages(ulBattleReadyParty);

        //Create objects
        Unit TwoFaced = new Unit("2Faced", 100, 20, 15, 5, 25, "Enemy");
        Unit AncientDragon = new Unit("Ancient Dragon", 200, 30, 12, 4, 100, "Enemy");
        Unit Ghost = new Unit("Ghost", 80, 20, 15, 5, 30, "Enemy");
        Unit IceGolem = new Unit("Ice Golem", 150, 25, 15, 5, 35, "Enemy");
        Unit Zuu = new Unit("Zuu", 120, 15, 10, 5, 20, "Enemy");
        Unit ToxicFrog = new Unit("Toxic Frog", 180, 22, 12, 5, 30, "Enemy");
        Unit DeathClaw = new Unit("Death Claw", 140, 25, 18, 7, 50, "Enemy");
        Unit MasterTonberry = new Unit("Master Tonberry", 170, 20, 15, 5, 50, "Enemy");
        Unit Behemoth = new Unit("Behemoth", 200, 35, 14, 4, 100, "Enemy");

        //Create a new list
        List<Unit> ulE = new List<Unit>();

        //Add the Enemy Types to the list
        ulE.Add(TwoFaced);
        ulE.Add(AncientDragon);
        ulE.Add(Ghost);
        ulE.Add(IceGolem);
        ulE.Add(Zuu);
        ulE.Add(ToxicFrog);
        ulE.Add(DeathClaw);
        ulE.Add(MasterTonberry);
        ulE.Add(Behemoth);

        //Creat an instance of Random class
        System.Random a = new System.Random();

        //call Next() 3 times giving random selection for enemy party members
        int e1 = a.Next(0, ulE.Count - 1);
        int e2 = a.Next(0, ulE.Count - 1);
        int e3 = a.Next(0, ulE.Count - 1);

        //while e1 is equal to ee2
        while (e1 == e2)
        {//Randomize e2
            e2 = a.Next(0, ulE.Count - 1);
        }
        //while e2 is equal to e3
        while (e2 == e3)
        {//Randomize e3
            e3 = a.Next(0, ulE.Count - 1);
        }
        //while e3 is equal to e1
        while (e3 == e1)
        {//Randomize e1
            e1 = a.Next(0, ulE.Count - 1);
            //while e1 is equal to e2
            while (e1 == e2)
            {//Randomize e1
                e1 = a.Next(0, ulE.Count - 1);
            }
        }
        //Add unit to list
        ulBattleReadyParty.Add(ulE[e1]);
        //Add unit to list
        ulBattleReadyParty.Add(ulE[e2]);
        //Add unit to list
        ulBattleReadyParty.Add(ulE[e3]);
        //Enable play button
        bPlayButton.enabled = true;
    }
Exemple #2
0
        //Function activated when the load party button is clicked
        private void LoadButton_Click(object sender, EventArgs e)
        {//Create an empty party object
            Party loadedunits;
            //Create a variable storing a directory
            string path = @"..\Saved Parties";
            //Create an instance of an OpenFileDialog
            OpenFileDialog DialogWindow = new OpenFileDialog();

            //If DialogWindow Initial Directory is not equal to the path variable
            if (DialogWindow.InitialDirectory != path)
            {//Set the directory to the path variable
                DialogWindow.InitialDirectory = path;
            }
            //Set file type choices to appear
            DialogWindow.Filter = "txt files (*.txt)|*.txt|All files (*.*)|*.*";
            //Sets filter selected
            DialogWindow.FilterIndex = 2;
            //If the Ok button is clicked int the DialogWindow
            if (DialogWindow.ShowDialog() == DialogResult.OK)
            {//Store the chosen file selected by the user into this string variable
                string chosenFile = DialogWindow.FileName;
                //Deserialize the chosen file as a Party Object and store into loadedunits variable
                loadedunits = _Save.Deserialize <Party>(chosenFile);
                //Set the P1NameBox.Text to the units name in the loadedunits party at the specified index
                P1NameBox.Text = loadedunits.ulUnits[0].sName;
                //Set the player1name to the units name in the loadedunits party at the specified index
                player1name = loadedunits.ulUnits[0].sName;
                //Set the P1HealthBox.Text to the units health in the loadedunits party at the specified index
                P1HealthBox.Text = loadedunits.ulUnits[0].iHealth.ToString();
                //Set the P1strengthBox.Text to the units strength in the loadedunits party at the specified index
                P1StrengthBox.Text = loadedunits.ulUnits[0].iStrength.ToString();
                //Set the P1SpeedBox.Text to the units speed in the loadedunits party at the specified index
                P1SpeedBox.Text = loadedunits.ulUnits[0].iSpeed.ToString();
                //Set the P1DefenseBox.Text to the units defense in the loadedunits party at the specified index
                P1DefenseBox.Text = loadedunits.ulUnits[0].iDefense.ToString();
                //Set the P1LevelBox.Text to the units level in the loadedunits party at the specified index
                P1LevelBox.Text = loadedunits.ulUnits[0].iLevel.ToString();

                //Set the P2NameBox.Text to the units name in the loadedunits party at the specified index
                P2NameBox.Text = loadedunits.ulUnits[1].sName;
                //Set the player2name to the units name in the loadedunits party at the specified index
                player2name = loadedunits.ulUnits[1].sName;
                //Set the P2HealthBox.Text to the units health in the loadedunits party at the specified index
                P2HealthBox.Text = loadedunits.ulUnits[1].iHealth.ToString();
                //Set the P2StrengthBox.Text to the units strength in the loadedunits party at the specified index
                P2StrengthBox.Text = loadedunits.ulUnits[1].iStrength.ToString();
                //Set the P2SpeedBox.Text to the units speed in the loadedunits party at the specified index
                P2SpeedBox.Text = loadedunits.ulUnits[1].iSpeed.ToString();
                //Set the P2DefenseBox.Text to the units defense in the loadedunits party at the specified index
                P2DefenseBox.Text = loadedunits.ulUnits[1].iDefense.ToString();
                //Set the P2LevelBox.Text to the units level in the loadedunits party at the specified index
                P2LevelBox.Text = loadedunits.ulUnits[1].iLevel.ToString();

                //Set the P3NameBox.Text to the units name in the loadedunits party at the specified index
                P3NameBox.Text = loadedunits.ulUnits[2].sName;
                //Set the player3name to the units name in the loadedunits party at the specified index
                player3name = loadedunits.ulUnits[2].sName;
                //Set the P3HealthBox.Text to the units health in the loadedunits party at the specified index
                P3HealthBox.Text = loadedunits.ulUnits[2].iHealth.ToString();
                //Set the P3StrengthBox.Text to the units strength in the loadedunits party at the specified index
                P3StrengthBox.Text = loadedunits.ulUnits[2].iStrength.ToString();
                //Set the P3SpeedBox.Text to the units speed in the loadedunits party at the specified index
                P3SpeedBox.Text = loadedunits.ulUnits[2].iSpeed.ToString();
                //Set the P3DefenseBox.Text to the units defense in the loadedunits party at the specified index
                P3DefenseBox.Text = loadedunits.ulUnits[2].iDefense.ToString();
                //Set the P3LevelBox.Text to the units level in the loadedunits party at the specified index
                P3LevelBox.Text = loadedunits.ulUnits[2].iLevel.ToString();

                //If BattleReadyParty.Count is greater than or equal to 1
                if (BattleReadyParty.Count >= 1)
                {//Remove all elements in the list
                    BattleReadyParty.RemoveRange(0, BattleReadyParty.Count);
                }

                //Foreach unit in the loaddedunits.units list
                foreach (Unit i in loadedunits.ulUnits)
                {//Add the unit to the BattleReadyParty
                    BattleReadyParty.Add(i);
                }
                //Create an empty list
                List <Unit> tempParty = new List <Unit>();

                //Store the returned list from the CreateObjects function into the list
                tempParty = CreateObjects();

                //Foreach unit in the new list
                foreach (Unit i in tempParty)
                {     //If the type of the unit is Enemy
                    if (i.sType == "Enemy")
                    { //Add the unit to the Enemies List
                        Enemies.Add(i);
                    }
                }
                //Create instance of Random Object
                Random a = new Random();

                //call Next() 3 times giving random selection for enemy members
                int e1 = a.Next(0, Enemies.Count);
                int e2 = a.Next(0, Enemies.Count);
                int e3 = a.Next(0, Enemies.Count);

                //while e1 is equal to e2
                while (e1 == e2)
                {//Randomize e2
                    e2 = a.Next(0, Enemies.Count - 1);
                }
                //while e2 is equal to e3
                while (e2 == e3)
                {//Randomize e3
                    e3 = a.Next(0, Enemies.Count - 1);
                }
                //while e3 is equal to e1
                while (e3 == e1)
                {//Randomize e1
                    e1 = a.Next(0, Enemies.Count - 1);
                    //while e1 is equal to e2
                    while (e1 == e2)
                    {//Randomize e1
                        e1 = a.Next(0, Enemies.Count - 1);
                    }
                }
                //Set enemy1name to the name of the object at the given index
                enemy1name = Enemies[e1].sName;
                //Set enemy2name to the name of the object at the given index
                enemy2name = Enemies[e2].sName;
                //Set enemy3name to the name of the object at the given index
                enemy3name = Enemies[e3].sName;

                //Add the specified unit to the BattlePartyReady list
                BattleReadyParty.Add(Enemies[e1]);
                //Add the specified unit to the BattlePartyReady list
                BattleReadyParty.Add(Enemies[e2]);
                //Add the specified unit to the BattlePartyReady list
                BattleReadyParty.Add(Enemies[e3]);
                //Set images for the units in the party list
                previewImages(loadedunits.ulUnits);
            }
        }
Exemple #3
0
    //Function that loads the unit party
    public void loadParty()
    {//Create instance of FileIOS object
        FileIOS File = new FileIOS();
        //Create an instance of a new Party object
        Party Team = new Party();

        //If count of the ulBattleReadyParty is greater than or equal to 1
        if (ulBattleReadyParty.Count >= 1)
        {//Remove all elements of the current ulBattleReadyParty list
            ulBattleReadyParty.RemoveRange(0, ulBattleReadyParty.Count);
        }

        //string victoryParty = EditorUtility.OpenFilePanel("Open File", Application.dataPath + "/GameData/VictoryParty", "xml");
        //Store file path into the string variable
        string victoryParty = Application.dataPath + "/GameData/VictoryParty/WinningParty.xml";

        //Deserialize the the object in the path and store into party variable
        Team = File.Deserialize <Party>(victoryParty);

        //Set proper text variables to proper values
        ifP1Name.text     = Team.ulUnits[0].sName;
        ifP1Name.text     = Team.ulUnits[0].sName;
        ifP1Health.text   = Team.ulUnits[0].iHealth.ToString();
        ifP1Strength.text = Team.ulUnits[0].iStrength.ToString();
        ifP1Defense.text  = Team.ulUnits[0].iDefense.ToString();
        ifP1Speed.text    = Team.ulUnits[0].iSpeed.ToString();
        ifP1Level.text    = Team.ulUnits[0].iLevel.ToString();

        //Add unit to list
        ulBattleReadyParty.Add(Team.ulUnits[0]);

        //Set proper text variables to proper values
        ifP2Name.text     = Team.ulUnits[1].sName;
        ifP2Name.text     = Team.ulUnits[1].sName;
        ifP2Health.text   = Team.ulUnits[1].iHealth.ToString();
        ifP2Strength.text = Team.ulUnits[1].iStrength.ToString();
        ifP2Defense.text  = Team.ulUnits[1].iDefense.ToString();
        ifP2Speed.text    = Team.ulUnits[1].iSpeed.ToString();
        ifP2Level.text    = Team.ulUnits[1].iLevel.ToString();

        //Add unit to list
        ulBattleReadyParty.Add(Team.ulUnits[1]);

        //Set proper text variables to proper values
        ifP3Name.text     = Team.ulUnits[2].sName;
        ifP3Name.text     = Team.ulUnits[2].sName;
        ifP3Health.text   = Team.ulUnits[2].iHealth.ToString();
        ifP3Strength.text = Team.ulUnits[2].iStrength.ToString();
        ifP3Defense.text  = Team.ulUnits[2].iDefense.ToString();
        ifP3Speed.text    = Team.ulUnits[2].iSpeed.ToString();
        ifP3Level.text    = Team.ulUnits[2].iLevel.ToString();

        //Add unit to list
        ulBattleReadyParty.Add(Team.ulUnits[2]);

        //Set images to passed in list
        setImages(ulBattleReadyParty);

        //Create objects
        Unit TwoFaced       = new Unit("2Faced", 100, 20, 15, 5, 25, "Enemy");
        Unit AncientDragon  = new Unit("Ancient Dragon", 200, 30, 12, 4, 100, "Enemy");
        Unit Ghost          = new Unit("Ghost", 80, 20, 15, 5, 30, "Enemy");
        Unit IceGolem       = new Unit("Ice Golem", 150, 25, 15, 5, 35, "Enemy");
        Unit Zuu            = new Unit("Zuu", 120, 15, 10, 5, 20, "Enemy");
        Unit ToxicFrog      = new Unit("Toxic Frog", 180, 22, 12, 5, 30, "Enemy");
        Unit DeathClaw      = new Unit("Death Claw", 140, 25, 18, 7, 50, "Enemy");
        Unit MasterTonberry = new Unit("Master Tonberry", 170, 20, 15, 5, 50, "Enemy");
        Unit Behemoth       = new Unit("Behemoth", 200, 35, 14, 4, 100, "Enemy");

        //Create a new list
        List <Unit> ulE = new List <Unit>();

        //Add the Enemy Types to the list
        ulE.Add(TwoFaced);
        ulE.Add(AncientDragon);
        ulE.Add(Ghost);
        ulE.Add(IceGolem);
        ulE.Add(Zuu);
        ulE.Add(ToxicFrog);
        ulE.Add(DeathClaw);
        ulE.Add(MasterTonberry);
        ulE.Add(Behemoth);

        //Creat an instance of Random class
        System.Random a = new System.Random();

        //call Next() 3 times giving random selection for enemy party members
        int e1 = a.Next(0, ulE.Count - 1);
        int e2 = a.Next(0, ulE.Count - 1);
        int e3 = a.Next(0, ulE.Count - 1);

        //while e1 is equal to ee2
        while (e1 == e2)
        {//Randomize e2
            e2 = a.Next(0, ulE.Count - 1);
        }
        //while e2 is equal to e3
        while (e2 == e3)
        {//Randomize e3
            e3 = a.Next(0, ulE.Count - 1);
        }
        //while e3 is equal to e1
        while (e3 == e1)
        {//Randomize e1
            e1 = a.Next(0, ulE.Count - 1);
            //while e1 is equal to e2
            while (e1 == e2)
            {//Randomize e1
                e1 = a.Next(0, ulE.Count - 1);
            }
        }
        //Add unit to list
        ulBattleReadyParty.Add(ulE[e1]);
        //Add unit to list
        ulBattleReadyParty.Add(ulE[e2]);
        //Add unit to list
        ulBattleReadyParty.Add(ulE[e3]);
        //Enable play button
        bPlayButton.enabled = true;
    }
Exemple #4
0
    //Load a game from an xml file
    public void LoadGame()
    {//Create a Party instance
        Party EnemyE = new Party();
        //Create a Party instance
        Party PlayerP = new Party();

        //Open the file Path and store it in this variable
        string playerParty = Application.dataPath + "/GameData/PlayerParty/p.xml";

        //Open the file Path and store it in this variable
        string enemyParty = Application.dataPath + "/GameData/EnemyParty/e.xml";

        //Open the file Path and store it in this variable
        string currentstate = Application.dataPath + "/GameData/State/s.xml";

        //Open the file Path and store it in this variable
        string currentUnit = Application.dataPath + "/GameData/index.xml";

        //Deserialize the data as a Party object and store into this variable
        PlayerP = File.Deserialize <Party>(playerParty);
        //Deserialize the data as a Party object and store into this variable
        EnemyE = File.Deserialize <Party>(enemyParty);
        //Deserialize the data as a string object and store into this variable
        string state = File.Deserialize <string>(currentstate);

        //Deserialize the data as an int object and store into this variable
        game.iIndex = File.Deserialize <int>(currentUnit);

        //If the BattleReadyPartys count is greater than or equal to 1
        if (game.canvasScript.ulBattleReadyParty.Count >= 1)
        {//Remove all elements from the list
            game.canvasScript.ulBattleReadyParty.RemoveRange(0, game.canvasScript.ulBattleReadyParty.Count);
        }

        //Add the specified unit to the BattlePartyReady list
        game.canvasScript.ulBattleReadyParty.Add(PlayerP.ulUnits[0]);
        //Add the specified unit to the BattlePartyReady list
        game.canvasScript.ulBattleReadyParty.Add(PlayerP.ulUnits[1]);
        //Add the specified unit to the BattlePartyReady list
        game.canvasScript.ulBattleReadyParty.Add(PlayerP.ulUnits[2]);

        //Add the specified unit to the BattlePartyReady list
        game.canvasScript.ulBattleReadyParty.Add(EnemyE.ulUnits[0]);
        //Add the specified unit to the BattlePartyReady list
        game.canvasScript.ulBattleReadyParty.Add(EnemyE.ulUnits[1]);
        //Add the specified unit to the BattlePartyReady list
        game.canvasScript.ulBattleReadyParty.Add(EnemyE.ulUnits[2]);
        //Call Function to print out the stats of all objects in battle
        game.a.ulParticipants = game.sortBySpeed(game.canvasScript.ulBattleReadyParty);
        //Loop through the list
        for (int i = 0; i < game.a.ulParticipants.Count; i++)
        {//Set the BattleOrderTextBox text to a newline with the current units name
            game.ifBattleOrderText.text += "\n" + game.a.ulParticipants[i].sName;
        }
        //Foreach unit in the list
        foreach (Unit i in game.a.ulParticipants)
        {     //If the current unit is of type Player
            if (i.sType == "Player")
            { //Add the unit to this party
                game.ulPlayerParty.Add(i);
            }
            //If the current unit is of type Enemy
            if (i.sType == "Enemy")
            {//Add the unit to this party
                game.ulEnemyParty.Add(i);
            }
        }
        //Set the player1Name text to the given index of the PlayerP list
        game.canvasScript.tPlayer1Name.text = PlayerP.ulUnits[0].sName;
        //Set the player2Name text to the given index of the PlayerP list
        game.canvasScript.tPlayer2Name.text = PlayerP.ulUnits[1].sName;
        //Set the player3Name text to the given index of the PlayerP list
        game.canvasScript.tPlayer3Name.text = PlayerP.ulUnits[2].sName;

        //Set the enemy1Name text to the given index of the EnemyE list
        game.canvasScript.tEnemy1Name.text = EnemyE.ulUnits[0].sName;
        //Set the enemy2Name text to the given index of the EnemyE list
        game.canvasScript.tEnemy2Name.text = EnemyE.ulUnits[1].sName;
        //Set the enemy3Name text to the given index of the EnemyE list
        game.canvasScript.tEnemy3Name.text = EnemyE.ulUnits[2].sName;

        //Call the function to load in the proper images
        game.canvasScript.LoadedGameImages(game.a.ulParticipants);

        //Call Function to print out the stats of all objects in battle
        game.manager.StatsOfObjects(game.a.ulParticipants);
        //Set the StatsField text variable to the data in the statsText variable
        game.ifStatsField.text = game.manager.statsText;


        //Load Battle Scene cCanvas
        game.cBattleCanvas.enabled = true;
        //Disable the gamecCanvas
        game.canvasScript.cGameCanvas.enabled = false;

        //Print out whose current turn it is
        game.ifBattleBox.text += "It is " + game.a.ulParticipants[game.iIndex].sName + "'s turn!\n";

        //Feed the state machine
        game.fsm.Feed(state);
    }