public override void Initialize() { NomadWagon = DarkestDungeonManager.Campaign.Estate.NomadWagon; wagonInventory.NomadWagon = NomadWagon; wagonInventory.UpdateShop(); float ratio = DarkestDungeonManager.Campaign.Estate.GetBuildingUpgradeRatio(BuildingType.NomadWagon); upgradeWindow.upgradedValue.text = Mathf.RoundToInt(ratio * 100).ToString() + "%"; foreach (var tree in upgradeWindow.upgradeTrees) { var currentUpgrades = DarkestDungeonManager.Data.UpgradeTrees[tree.treeId].Upgrades; int lastPurchaseIndex = -1; for (int i = 0; i < tree.upgrades.Count; i++) { tree.upgrades[i].Tree = DarkestDungeonManager.Data.UpgradeTrees[tree.treeId]; tree.upgrades[i].UpgradeInfo = currentUpgrades[i]; tree.upgrades[i].TownUpgrades = new List <ITownUpgrade>(new ITownUpgrade[] { NomadWagon.GetUpgradeByCode(tree.treeId, currentUpgrades[i].Code) }); tree.upgrades[i].onClick += WagonWindow_onUpgradeClick; var status = DarkestDungeonManager.Campaign.Estate.GetUpgradeStatus(tree.treeId, currentUpgrades[i]); TownManager.UpdateUpgradeSlot(status, tree.upgrades[i]); if (status == UpgradeStatus.Purchased) { lastPurchaseIndex = i; } } tree.UpdateConnector(lastPurchaseIndex); } }
public void ExecuteProgress() { NomadWagon.RestockTrinkets(); StageCoach.RestockHeroes(RosterIds, this); Abbey.ProvideActivity(); Tavern.ProvideActivity(); Sanitarium.ProvideActivity(); RedeployCaretaker(); }
public Estate(SaveCampaignData saveData) { RosterIds = new List <int>(); for (int i = 1; i < 100; i++) { RosterIds.Add(i); } EstateTitle = saveData.HamletTitle; Currencies = new Dictionary <string, int>(); Currencies.Add("gold", saveData.GoldAmount); Currencies.Add("bust", saveData.BustsAmount); Currencies.Add("deed", saveData.DeedsAmount); Currencies.Add("portrait", saveData.PortraitsAmount); Currencies.Add("crest", saveData.CrestsAmount); HeroPurchases = saveData.InstancedPurchases; TownPurchases = saveData.BuildingUpgrades; Buildings = new Dictionary <BuildingType, Building>(); Abbey = DarkestDungeonManager.Data.Buildings["abbey"] as Abbey; Buildings.Add(BuildingType.Abbey, Abbey); Tavern = DarkestDungeonManager.Data.Buildings["tavern"] as Tavern; Buildings.Add(BuildingType.Tavern, Tavern); Sanitarium = DarkestDungeonManager.Data.Buildings["sanitarium"] as Sanitarium; Buildings.Add(BuildingType.Sanitarium, Sanitarium); Blacksmith = DarkestDungeonManager.Data.Buildings["blacksmith"] as Blacksmith; Buildings.Add(BuildingType.Blacksmith, Blacksmith); Guild = DarkestDungeonManager.Data.Buildings["guild"] as Guild; Buildings.Add(BuildingType.Guild, Guild); NomadWagon = DarkestDungeonManager.Data.Buildings["nomad_wagon"] as NomadWagon; Buildings.Add(BuildingType.NomadWagon, NomadWagon); StageCoach = DarkestDungeonManager.Data.Buildings["stage_coach"] as StageCoach; Buildings.Add(BuildingType.StageCoach, StageCoach); CampingTrainer = DarkestDungeonManager.Data.Buildings["camping_trainer"] as CampingTrainer; Buildings.Add(BuildingType.CampingTrainer, CampingTrainer); Graveyard = new Graveyard(); Buildings.Add(BuildingType.Graveyard, Graveyard); Statue = new Statue(); Buildings.Add(BuildingType.Statue, Statue); Abbey.InitializeBuilding(TownPurchases); Tavern.InitializeBuilding(TownPurchases); Sanitarium.InitializeBuilding(TownPurchases); Blacksmith.InitializeBuilding(TownPurchases); Guild.InitializeBuilding(TownPurchases); CampingTrainer.InitializeBuilding(TownPurchases); NomadWagon.InitializeBuilding(TownPurchases); StageCoach.InitializeBuilding(TownPurchases); Graveyard.Records.AddRange(saveData.DeathRecords); }
public Estate(SaveCampaignData saveData) { rosterIds = new List <int>(); for (int i = 1; i < 100; i++) { rosterIds.Add(i); } EstateTitle = saveData.hamletTitle; Currencies = new Dictionary <string, EstateCurrency>(); Currencies.Add("gold", new EstateCurrency(saveData.goldAmount, false)); Currencies.Add("bust", new EstateCurrency(saveData.bustsAmount, true)); Currencies.Add("deed", new EstateCurrency(saveData.deedsAmount, true)); Currencies.Add("portrait", new EstateCurrency(saveData.portraitsAmount, true)); Currencies.Add("crest", new EstateCurrency(saveData.crestsAmount, true)); HeroPurchases = saveData.instancedPurchases; TownPurchases = saveData.buildingUpgrades; Abbey = DarkestDungeonManager.Data.Buildings["abbey"] as Abbey; Tavern = DarkestDungeonManager.Data.Buildings["tavern"] as Tavern; Sanitarium = DarkestDungeonManager.Data.Buildings["sanitarium"] as Sanitarium; Blacksmith = DarkestDungeonManager.Data.Buildings["blacksmith"] as Blacksmith; Guild = DarkestDungeonManager.Data.Buildings["guild"] as Guild; NomadWagon = DarkestDungeonManager.Data.Buildings["nomad_wagon"] as NomadWagon; StageCoach = DarkestDungeonManager.Data.Buildings["stage_coach"] as StageCoach; CampingTrainer = DarkestDungeonManager.Data.Buildings["camping_trainer"] as CampingTrainer; Graveyard = new Graveyard(); Statue = new Statue(); Abbey.InitializeBuilding(TownPurchases); Tavern.InitializeBuilding(TownPurchases); Sanitarium.InitializeBuilding(TownPurchases); Blacksmith.InitializeBuilding(TownPurchases); Guild.InitializeBuilding(TownPurchases); CampingTrainer.InitializeBuilding(TownPurchases); NomadWagon.InitializeBuilding(TownPurchases); StageCoach.InitializeBuilding(TownPurchases); Graveyard.Records.AddRange(saveData.deathRecords); }