public static void Main(string[] args) { // changes here DnDContext context = new DnDContext(); Console.WindowHeight = 50; Console.BufferHeight = 50; Console.WindowWidth = 160; Console.BufferWidth = 160; Utility.StartGame(); HeroSelection.Show(context); }
private void OnEnable() { if (HeroSelection.HS == null) { HeroSelection.HS = this; } else { if (HeroSelection.HS != this) { Destroy(HeroSelection.HS.gameObject); HeroSelection.HS = this; } } DontDestroyOnLoad(this.gameObject); }
// End hero selection and reorder heroselect // FIXME: bad name // FIXME: why is this even here? public void EndSection() { int heroCount = 0; Destroyer.Dialog(); // Count number of selected heroes Game game = Game.Get(); foreach (Quest.Hero h in game.quest.heroes) { if (h.heroData != null) { heroCount++; // Create variable to value 1 for each selected Hero game.quest.vars.SetValue("#" + h.heroData.sectionName, 1); } } // Check for validity if (heroCount < game.quest.qd.quest.minHero) { return; } foreach (GameObject go in GameObject.FindGameObjectsWithTag(Game.HEROSELECT)) { Object.Destroy(go); } heroSelection = null; // Reorder heros so that selected heroes are first for (int i = 0; i < game.quest.heroes.Count - 1; i++) { int j = i; while (game.quest.heroes[i].heroData == null && j < game.quest.heroes.Count) { game.quest.heroes[i].heroData = game.quest.heroes[j].heroData; game.quest.heroes[j].heroData = null; j++; } } // Set quest flag based on hero count game.quest.vars.SetValue("#heroes", heroCount); game.quest.heroesSelected = true; UpdateImages(); UpdateStatus(); // Clear off heros if not required if (!game.gameType.DisplayHeroes()) { Clean(); new InvestigatorItems(); } else { // Pick class } // Draw morale if required if (game.gameType is D2EGameType) { new ClassSelectionScreen(); } else { new InvestigatorItems(); } }
// End hero selection and reorder heroselect // FIXME: bad name // FIXME: why is this even here? public void EndSection() { int heroCount = 0; Destroyer.Dialog(); // Count number of selected heroes Game game = Game.Get(); foreach (Quest.Hero h in game.quest.heroes) { if (h.heroData != null) { heroCount++; } } // Check for validity if (heroCount < 2) { return; } foreach (GameObject go in GameObject.FindGameObjectsWithTag("heroselect")) { Object.Destroy(go); } heroSelection = null; // Reorder heros so that selected heroes are first for (int i = 0; i < game.quest.heroes.Count - 1; i++) { int j = i; while (game.quest.heroes[i].heroData == null && j < game.quest.heroes.Count) { game.quest.heroes[i].heroData = game.quest.heroes[j].heroData; game.quest.heroes[j].heroData = null; j++; } } // Set quest flag based on hero count game.quest.vars.SetValue("#heroes", heroCount); game.quest.heroesSelected = true; UpdateImages(); UpdateStatus(); // Clear off heros if not required if (!game.gameType.DisplayHeroes()) { Clean(); } // Draw morale if required if (game.gameType.DisplayMorale()) { game.moraleDisplay = new MoraleDisplay(); game.QuestStartEvent(); } else { new InvestigatorItems(); } List <string> music = new List <string>(); foreach (AudioData ad in game.cd.audio.Values) { if (ad.ContainsTrait("quest")) { music.Add(ad.file); } } game.audioControl.Music(music); }