public void Merge(LootTracking other) { Magical.Merge(other.Magical); Rare.Merge(other.Rare); Legendary.Merge(other.Legendary); Gems.Merge(other.Gems); Crafting.Merge(other.Crafting); Keys.Merge(other.Keys); }
public void Merge(LootTracking other) { Magical.Merge(other.Magical); Rare.Merge(other.Rare); Legendary.Merge(other.Legendary); Gems.Merge(other.Gems); Crafting.Merge(other.Crafting); Keys.Merge(other.Keys); KeyStoneFragments.Merge(other.KeyStoneFragments); HoradricCache.Merge(other.HoradricCache); }
public void Ini(Rare _rare, GameObject obj) { rare = _rare; agent = obj.GetComponent <NavMeshAgent>(); var ran = Random.Range(0, ManageMaster.Instance.BookshelfManager.Bookshelves.Count); target_pos = ManageMaster.Instance.BookshelfManager.Bookshelves[ran].Obj.transform.position; if (ManageMaster.Instance.BookshelfManager.Bookshelves[ran].Produt == null) { status = Status.Destroy; target_pos = StaticDatas.Instance.CustomerInstancePos; } instance_id = ManageMaster.Instance.BookshelfManager.Bookshelves[ran].Obj.GetInstanceID(); }
/* * Subscribed to the checkForCollected Event called during loading of a save File. It sets all Collectibles whose ID has already been * saved to inactive * *@Katja */ public void checkForCollected(int collectibleID) { if (collectibleID == numberID && this != null) { ScoreSound scoreSound = gameObject.AddComponent(typeof(ScoreSound)) as ScoreSound; SpriteRenderer sp = gameObject.GetComponent <SpriteRenderer>(); ManagementSystem.Instance.collectedUpdate(); sp.sprite = Resources.Load <Sprite>("PickUp Sprites/GoldCoinWithRuby_64x64"); Rare rare = gameObject.GetComponent <Rare>(); CollectibleSound collectibelSound = gameObject.GetComponent <CollectibleSound>(); Object.Destroy(collectibelSound); Object.Destroy(rare); } }
public Item Factory(Equipment type, Rare rare, string name) { switch (type) { case Equipment.SWORD: return(new Sword(name, rare)); case Equipment.BOW: return(new Bow(name, rare)); case Equipment.HELMET: return(new Helmet(name, rare)); default: return(null); } }
public Sword(string name, Rare rare) { Name = name; Type = rare; }
public Helmet(string name, Rare rare) { Name = name; Type = rare; }
public Type type; //卡牌种类 //构造函数,info为卡牌对应的图片名称,记录了卡牌的所有信息 public Card(string info) { //string s = "F0120BF0201"; //Match match = Regex.Match(s, @"(^.+?)(\d+$)"); //Debug.Log(match.Groups[0].Value + ' ' + match.Groups[1].Value); this.info = info; info = info.Substring(0, info.Length - 4); //去除最后的.jpg //首先获得卡图 image = (Sprite)Resources.Load("Cards/" + info, typeof(Sprite)); Debug.Assert(image, "Cards/" + info); //以下为解析info并赋值的过程 string[] tmp = info.Split(new char[] { '_' }); //解析阵营 switch (tmp[0]) { case "魏": camp = Camp.Wei; break; case "蜀": camp = Camp.Shu; break; case "吴": camp = Camp.Wu; break; case "群": camp = Camp.Qun; break; default: Debug.Log("无法解析阵营" + tmp[0]); //return; break; } //解析种类 数量太多 不使用swtich string[] types = Enum.GetNames(typeof(Type)); this.type = (Type)0; //未找到,返回错误值 foreach (var type in types) { if (tmp[1] == type) { this.type = (Type)Enum.Parse(typeof(Type), type); break; } } if(this.type == 0) { Debug.Log("错误的阵营" + tmp[1]); } name = tmp[2]; //姓名 //解析稀有度 switch (tmp[3]) { case "A": rare = Rare.Ashy;break; case "W": rare = Rare.White;break; case "G": rare = Rare.Green;break; case "B": rare = Rare.Blue;break; case "P": rare = Rare.Purple;break; case "O": rare = Rare.Orange;break; case "R": rare = Rare.Red;break; default: Debug.Log("无法解析稀有度"+info); break; } try { if (type == Type.武将) { ParseCardNum(tmp[4]); ParseTAH(tmp[5], tmp[6], tmp[7]); ParseSkill(tmp, 8); } else if (type == Type.术) { ParseTAH(tmp[4], "-1", "-1"); //法术没有hp和攻击力,缺省 ParseSkill(tmp, 6); } else { ParseTAH(tmp[4], tmp[5], tmp[6]); ParseSkill(tmp, 7); } } catch (Exception e) { Debug.Log(info); } }
public Bow(string name, Rare rare) { Name = name; Type = rare; }