Esempio n. 1
0
        protected void Awake()
        {
            // Make sure all new items are defined in the container.
            foreach (var item in EnumUtils.EnumValues <Item>())
            {
                if (item == Item.None)
                {
                    continue;
                }
                items[item] = 0;
            }
            items[Item.NewTool]  = newTools;
            items[Item.Logs]     = logs;
            items[Item.Firewood] = firewood;
            items[Item.Ore]      = ore;
            items[Item.Branches] = branches;

            //New items:
            items[Item.Treasure]  = treasure;
            items[Item.Advice]    = advice;
            items[Item.Keys]      = keys;
            items[Item.Strength]  = strength;
            items[Item.Nirvana]   = nirvana;
            items[Item.Mushrooms] = mushrooms;
            items[Item.Part2]     = part2;
        }
Esempio n. 2
0
 protected void Start()
 {
     foreach (var item in EnumUtils.EnumValues <Item>())
     {
         if (item == Item.None)
         {
             continue;
         }
         worldData[item.ToString()] = new StateValue(container.items[item]);
     }
 }
Esempio n. 3
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        public override State GetState()
        {
            foreach (var item in EnumUtils.EnumValues <Item>())
            {
                if (item == Item.None)
                {
                    continue;
                }
                worldData[item.ToString()].value = container.items[item];
            }

            return(worldData);
        }
Esempio n. 4
0
        protected override void Awake()
        {
            base.Awake();

            foreach (var item in EnumUtils.EnumValues <Item>())
            {
                if (item == Item.None)
                {
                    continue;
                }
                state[item.ToString()] = new StateValue(backpack.items[item]);
            }
        }
Esempio n. 5
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 public State GetState()
 {
     // Set state as "has<Item>" with true or false for each item
     foreach (var itemType in EnumUtils.EnumValues <ItemType>())
     {
         if (itemType == ItemType.None)
         {
             continue;
         }
         state["has" + itemType.ToString()] = new StateValue(itemType == container.GetItemType());
     }
     return(state);
 }
Esempio n. 6
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        protected override void Awake()
        {
            base.Awake();

            foreach (var item in EnumUtils.EnumValues <Item>())
            {
                if (item == Item.None)
                {
                    continue;
                }
                state[item.ToString()] = new StateValue(inventory.items[item]);
            }
            state["hasTool"] = new StateValue(inventory.tool != null);
        }
Esempio n. 7
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        public override State GetState()
        {
            foreach (var item in EnumUtils.EnumValues <Item>())
            {
                if (item == Item.None)
                {
                    continue;
                }
                state[item.ToString()].value = backpack.items[item];
            }
            state["x"] = new StateValue(transform.position.x);
            state["y"] = new StateValue(transform.position.y);

            return(state);
        }
Esempio n. 8
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 protected void Awake()
 {
     // Make sure all new items are defined in the container.
     foreach (var item in EnumUtils.EnumValues <Item>())
     {
         if (item == Item.None)
         {
             continue;
         }
         items[item] = 0;
     }
     items[Item.NewTool]  = newTools;
     items[Item.Logs]     = logs;
     items[Item.Firewood] = firewood;
     items[Item.Ore]      = ore;
     items[Item.Branches] = branches;
 }
Esempio n. 9
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 public static void AssertSensibleValue(BloombergFXOptionVolatilitySurfaceInstrumentProvider.FXVolQuoteType type)
 {
     Assert.NotNull(type);
     Assert.True(EnumUtils.EnumValues <BloombergFXOptionVolatilitySurfaceInstrumentProvider.FXVolQuoteType>().Contains(type));
 }