public List<Player> ReadPlayers() { List<Player> players = new List<Player>(); try { conn.Open(); SqlCommand sqlcmd = new SqlCommand("ReadPlayers", conn); sqlcmd.CommandType = CommandType.StoredProcedure; DataTable table = new DataTable(); SqlDataAdapter adapter = new SqlDataAdapter(sqlcmd); adapter.Fill(table); SqlDataReader reader = sqlcmd.ExecuteReader(); reader.Read(); foreach (DataRow row in table.Rows) { Player player = new Player(row["Name"].ToString()); player.CurrentHitPoints = int.Parse(row["currentHitPoints"].ToString()); player.MaximumHitPoints = int.Parse(row["maximumHitPoints"].ToString()); player.Level = byte.Parse(row["Level"].ToString()); player.ExperiencePoints = int.Parse(row["experiencePoints"].ToString()); player.Gold = int.Parse(row["gold"].ToString()); players.Add(player); } conn.Close(); return players; } catch (Exception) { throw new ArgumentException("LoadPlayers failed"); } }
public void Put(int index) { var result = Controller.putStone(cells, next, index); cells = result.Item1; next = result.Item2; over = Controller.judge(cells); }
/// <summary> /// 加载保存的玩家对象 /// </summary> /// <returns>加载成功的对象,null为失败了</returns> public Player LoadPlayer() { if (PlayerPrefs.HasKey("Player")) { var json = PlayerPrefs.GetString("Player"); player = Player.LoadFromJson(json); return player; } else { return null; } }
GameObject GetErrorBoxes(Model.Player player) { switch (player) { case Model.Player.Eyes: return(m_endSection.transform.Find("EyesErrorBoxes").gameObject); case Model.Player.Hands: return(m_endSection.transform.Find("HandsErrorBoxes").gameObject); case Model.Player.Ears: return(m_endSection.transform.Find("EarsErrorBoxes").gameObject); case Model.Player.Mouth: return(m_endSection.transform.Find("MouthErrorBoxes").gameObject); default: throw new System.ArgumentException(); } }
GameObject GetCardBlock(Model.Player player) { switch (player) { case Model.Player.Eyes: return(m_shuffleSection.transform.Find("EyesCardBlock").gameObject); case Model.Player.Hands: return(m_shuffleSection.transform.Find("HandsCardBlock").gameObject); case Model.Player.Ears: return(m_shuffleSection.transform.Find("EarsCardBlock").gameObject); case Model.Player.Mouth: return(m_shuffleSection.transform.Find("MouthCardBlock").gameObject); default: throw new System.ArgumentException(); } }
public Gameplay() { InitializeComponent(); using (SoundPlayer player = new SoundPlayer(@"..\..\Audio\theme.wav")) { player.Play(); } List<InventoryItem> pInventory = new List<InventoryItem>(); List<PlayerQuest> pQuest = new List<PlayerQuest>(); pInventory.Add(new InventoryItem(new Longsword(1), 1)); _player = new Player("Sorrow Woodentears"); lblHitPoints.Content = _player.CurrentHitPoints.ToString(); lblGold.Content = _player.Gold.ToString(); lblExperience.Content = _player.ExperiencePoints.ToString(); lblLevel.Content = _player.Level.ToString(); lblName.Content = _player.Name; // Map Examples... we need to code this better. Inherit a baselocation, and have several .cs files with locations? // Also have random areas, where it takes X number of travels to get by. Location home = new Location(1, "Your house", "You really need to clean up the place."); Location townSquare = new Location(2, "Town square", "You see a fountain."); Location wilderness = new Location(3, "The Wilderness", "Nothing to be seen anywhere."); Location oldForest = new Location(4, "Old Forest", "This place is dark and creepy..."); Location theTemple = new Location(5, "Dark Temple", "An eerie sound comes from the temple."); Location smallLake = new Location(6, "A Lake", "You feel like you are being watched."); // Link the locations together home.LocationToNorth = townSquare; townSquare.LocationToSouth = home; townSquare.LocationToNorth = wilderness; townSquare.LocationToWest = oldForest; wilderness.LocationToSouth = townSquare; oldForest.LocationToEast = townSquare; oldForest.LocationToNorth = theTemple; oldForest.LocationToWest = smallLake; theTemple.LocationToSouth = oldForest; smallLake.LocationToEast = oldForest; MoveTo(home); _player.CurrentLocation = home; _player.Inventory = pInventory; }
public void UpdatePlayer(Player player) { try { SqlCommand sqlcmd = new SqlCommand("UpdatePlayer", conn); sqlcmd.CommandType = CommandType.StoredProcedure; sqlcmd.Parameters.Add(new SqlParameter("@name", player.Name)); sqlcmd.Parameters.Add(new SqlParameter("@currenthitpoints", player.CurrentHitPoints)); sqlcmd.Parameters.Add(new SqlParameter("@maximumhitpoints", player.MaximumHitPoints)); sqlcmd.Parameters.Add(new SqlParameter("@level", player.Level)); sqlcmd.Parameters.Add(new SqlParameter("@experiencepoints", player.ExperiencePoints)); sqlcmd.Parameters.Add(new SqlParameter("@gold", player.Gold)); conn.Open(); sqlcmd.ExecuteNonQuery(); conn.Close(); } catch (Exception) { throw new ArgumentException("UpdatePlayer failed"); } }
public void DeletePlayer(Player player) { data.DeletePlayer(player); }
public void UpdatePlayer(Player player) { data.UpdatePlayer(player); }
public void CreateNewPlayer(string name) { player = new Player(name); data.CreateNewPlayer(player); players.Add(player); }
/// <summary> /// 从数据生成玩家对象 /// </summary> /// <param name="data">数据类</param> /// <returns></returns> public static Player LoadFromData(PlayerData data) { var player = new Player(); player.name = data.Name; player.growth = data.Growth; player.experience = data.Experience; player.Level = data.Level; player.Strength = data.Strength; player.Agility = data.Agility; player.Intelligence = data.Intelligence; player.currentHP = data.CurrentHP; player.deck = data.Deck; player.skills = data.Skills; return player; }
public void DeletePlayer(Player player) { try { SqlCommand sqlcmd = new SqlCommand("DeletePlayer", conn); sqlcmd.CommandType = CommandType.StoredProcedure; sqlcmd.Parameters.Add(new SqlParameter("@name", player.Name)); conn.Open(); sqlcmd.ExecuteNonQuery(); conn.Close(); } catch (Exception) { throw new ArgumentException("DeletePlayer failed"); } }
public void Init(int id, Player player) { _id = id; _player = player; }
private void LoadParty(Player player) { var player1 = _game.Content.Load<BattleObject>(@"BattleXML/Character1"); _playerParty.Add(player1); }