Esempio n. 1
0
 public bool Equals(DictPerk other)
 {
     if (ReferenceEquals(null, other))
     {
         return(false);
     }
     if (ReferenceEquals(this, other))
     {
         return(true);
     }
     return(other.PerkName == PerkName && other.CardinalName == CardinalName);
 }
Esempio n. 2
0
    public bool AddPerk(string perkName, string cardinalName)
    {
        if (partyBuilder.DemoPerkCount == 15)
        {
            StartCoroutine(UnitCreatorNotice(maxPartyNotice.gameObject));
            return(false);
        }
        partyBuilder.DemoPerkCount++;
        DictPerk dp = new DictPerk(perkName, cardinalName);

        unitPerkDict[dp] = true;
        fallBackPerkDesc = descriptionDict[perkName];
        perkText.text    = descriptionDict[perkName];
        UnitFactory.AddPerk(unit, cardinalName, perkName);
        ++UnitLevel;
        RefreshPerkTree();
        StatSheetPerkHover(perkName);
        RefreshStatSheet();
        return(true);
    }
Esempio n. 3
0
    public void RemovePerk(string perkName, string cardinalName)
    {
        partyBuilder.DemoPerkCount--;
        DictPerk dp = new DictPerk(perkName, cardinalName);

        unitPerkDict[dp] = false;
        foreach (Perk p in unit.GetComponentsInChildren <Perk>())
        {
            if (p.perkName == perkName)
            {
                p.UnloadDefaultStats();
                p.UnEmploy();
                Destroy(p.gameObject);
                if (cardinals.Contains(perkName))
                {
                    cardinalName         = "";
                    perkText.text        = "";
                    cardinalText.text    = "";
                    fallBackPerkDesc     = "";
                    fallBackCardinalDesc = "";
                    ResetPerkTree();
                }
                if (unit.GetComponentsInChildren <Perk>().Length - 1 == 1)
                {
                    //TODO: add a coroutine to allow a wait period after resetting perkDesc
                    if (cardinalName != "")
                    {
                        SetPerkDesc(cardinalName);
                    }
                    else
                    {
                        SetPerkDesc("");
                    }
                }
            }
        }
        --UnitLevel;
        RefreshPerkTree();
        StatSheetPerkHover(perkName);
        RefreshStatSheet();
    }
Esempio n. 4
0
    private void PopulateDictionaries()
    {
        descriptionDict.Clear();
        unitPerkDict.Clear();
        foreach (TextAsset txt in Resources.LoadAll("Texts/"))
        {
            descriptionDict.Add(txt.name, txt.text);
        }

        foreach (TextAsset txt in Resources.LoadAll("Texts/Perks/Adept/"))
        {
            DictPerk dp = new DictPerk(txt.name.Trim(new char[] { '_' }), "Adept");

            //Debug.Log(dp.PerkName + ", " + dp.CardinalName);
            unitPerkDict.Add(dp, false);
        }
        foreach (TextAsset txt in Resources.LoadAll("Texts/Perks/Healer/"))
        {
            DictPerk dp = new DictPerk(txt.name.Trim(new char[] { '_' }), "Healer");

            //Debug.Log(dp.PerkName + ", " + dp.CardinalName);
            unitPerkDict.Add(dp, false);
        }
        foreach (TextAsset txt in Resources.LoadAll("Texts/Perks/Levy/"))
        {
            DictPerk dp = new DictPerk(txt.name.Trim(new char[] { '_' }), "Levy");

            //Debug.Log(dp.PerkName + ", " + dp.CardinalName);
            unitPerkDict.Add(dp, false);
        }
        foreach (TextAsset txt in Resources.LoadAll("Texts/Perks/Rogue/"))
        {
            DictPerk dp = new DictPerk(txt.name.Trim(new char[] { '_' }), "Rogue");

            //Debug.Log(dp.PerkName + ", " + dp.CardinalName);
            unitPerkDict.Add(dp, false);
        }
    }