private IEnumerable <Model> LoadCharacterModelList(bool all) { IoC.Notif.ShowStatus("Loading characters list..."); var models = CharacterGen.GetCharacterModels(all); return(models.OrderBy(x => x.ToString().Contains("DLC") ? 1 : 0).ThenBy(x => x.ToString())); }
public override async Task Initialize() { ResetSelected.Enabled = false; IoC.Notif.ShowUnknownProgress(); IoC.Notif.ShowStatus("Loading outfit list..."); DefaultOutfits = (await OutfitGen.GenerateOutfits( IoC.Archiver.LoadGameFileAsync)).ToHashSet(); //some outfits, like undergarments, are never used in game by the player and only create problems if switched var ignored = IoC.Get <OutfitConfig>().IgnoredOutfits.ToHashSet(); Outfits = DefaultOutfits .Where(x => !ignored.Contains(x.Name)) .Select(x => x.Clone()).OrderBy(x => x.DisplayName) .ToList().AsReadOnly(); PopulateOutfitsList(); await UpdateModelList(); UpdateAllOutfitsSelection(); //start loading characters in background Async.Run(() => CharacterGen.GetCharacterModels(true)).Forget(); }
public override void ApplyChanges(Patch patch) { var models = OutfitGen.GenerateModelList(IoC.Archiver.LoadGameFile); models.AddRange(CharacterGen.GetCharacterModels(true)); Patcher.CreatePatch(patch, DefaultOutfits.ToList(), Outfits, models); }
// Use this for initialization public void Start() { info = new PlayerInformation(); info.Awake(); chars = new CharacterGen(); enemyTypeNumber = 0; playerNumber = 1; for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) { info.GetPrimaryAttribute(i).BaseValue = chars.STARTING_VALUE; } characterName = String.Empty; itemAmount = 0; _primaryAttribute = new string[info._primaryAttribute.Length]; _primaryAttributeValues = new int[info._primaryAttribute.Length]; _vital = new string[info._vital.Length]; _vitalValue = new int[info._vital.Length]; _mana = new string[info._mana.Length]; _manaValue = new int[info._mana.Length]; _attack = new string[info._attack.Length]; _attackValue = new int[info._attack.Length]; _defence = new string[info._defence.Length]; _defenceValue = new int[info._defence.Length]; moneyTotal = 0; money = new MoneySystem(); itemsNameArray = new ArrayList(); itemsContentArray = new ArrayList(); experience = 100; nextLevelvalue = experience * 1.2f; nextLevel = (int)(experience * 1.2f); level = 1; initiliseConstantVariables(); playerPos = GameObject.FindGameObjectWithTag("Player"); if (playerPos != null) { positionOnScreen = playerPos.transform.position; } if (PlayerPrefs.GetString("Player Name") != "") { LoadData(); } }
public override async Task LoadPatch(string path) { IoC.Notif.ShowStatus("Loading outfits..."); var patchOutfits = await OutfitGen.GenerateOutfits(f => IoC.Archiver.LoadFileAsync(path, f)); if (!patchOutfits.Any()) { return; } await Initialize(); var loadedOutfits = patchOutfits.ToHashSet(); var variantMapping = await CharacterGen.GetVariantMapping(path, OutfitGen); LoadOutfits(loadedOutfits, variantMapping); RefreshOutfitList(); }
// Use this for initialization public void Start() { info = new PlayerInformation(); info.Awake(); chars = new CharacterGen(); enemyTypeNumber =0; playerNumber =1; for (int i = 0; i < Enum.GetValues(typeof(AttributeName)).Length; i++) { info.GetPrimaryAttribute (i).BaseValue = chars.STARTING_VALUE; } characterName = String.Empty; itemAmount = 0; _primaryAttribute = new string[info._primaryAttribute.Length]; _primaryAttributeValues=new int[info._primaryAttribute.Length]; _vital = new string[info._vital.Length]; _vitalValue=new int[info._vital.Length]; _mana = new string[info._mana.Length]; _manaValue=new int[info._mana.Length]; _attack = new string[info._attack.Length]; _attackValue = new int[info._attack.Length]; _defence = new string[info._defence.Length]; _defenceValue = new int[info._defence.Length]; moneyTotal=0; money = new MoneySystem(); itemsNameArray = new ArrayList(); itemsContentArray = new ArrayList(); experience =100; nextLevelvalue = experience*1.2f; nextLevel = (int)(experience*1.2f); level =1; initiliseConstantVariables(); playerPos = GameObject.FindGameObjectWithTag("Player"); if(playerPos!=null) positionOnScreen= playerPos.transform.position; if(PlayerPrefs.GetString ("Player Name")!= ""){ LoadData(); } }
public void WhenCreating() { _characterGen = new CharacterGen(); }