void Start() { inc = 0; //GameManager.testSettingWeapons(); LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); //GameManager.weaponsCollection.Add("LongSword", longSword); // GameManager.weaponsCollection.Add("GreatSword", greatSword); // sr = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\InteractableWeapons.txt"); // sr1 = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\InteractableArmor.txt"); sr2 = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\InteractableItems.txt"); line = sr2.ReadToEnd(); string[] splitText = line.Split('\t'); for (int i = 0; i < 30; i++) { itemCollection.Add(splitText[i], splitText[i + 1]); i++; i++; } }
public Weapon productWeapon() { Weapon product = new LongSword(); product.setAtk(10); product.setRange(1); return(product); }
// Start is called before the first frame update void Start() { gameManager = GameObject.FindObjectOfType <GameManager>(); plate = new Plate(); leather = new Leather(); gameManager.getSkills(); gameManager.getStat(); gameManager.showCharacterStats(); armorArray = new Object[2] { plate, leather }; greatSword = new GreatSword(); longSword = new LongSword(); // GameManager.setWeapon(longSword); GameManager.setWeapon(greatSword); //GameManager.weaponInventory.Add(longSword); //GameManager.weaponInventory.Add(greatSword); GameManager.setArmor(plate); animator = GetComponent <Animator>(); damage = 0; isValid = true; counter = 0; enemyDamage = new Dictionary <string, double>(); enemyObject = new Dictionary <string, GameObject>(); enemyArmor = new Dictionary <string, EnemyArmor>(); enemyWeapon = new Dictionary <string, EnemyWeapon>(); for (int i = 0; i < 3; i++) { skeletonArray[i] = new Skeleton("Skeleton" + i, 20); //= new Skeleton(i); gameObjectArray[i] = (GameObject)Instantiate(skeletonObject, new Vector3(i * 2, 2, 0), transform.rotation); gameObjectArray[i].name = "Skeleton" + i; enemyDamage.Add(skeletonArray[i].Name, skeletonArray[i].Health); enemyObject.Add(skeletonArray[i].Name, gameObjectArray[i]); enemyArmor.Add(skeletonArray[i].Name, skeletonArray[i].setArmor(leather)); enemyWeapon.Add(skeletonArray[i].Name, skeletonArray[i].setWeapon(longSword)); } gameManager.getStat(); //for (int i = 0; i < GameManager.Stats.Length; i++) //{ // Debug.Log("Stat " + i + ": " + GameManager.Stats[i]); //} }
private PrototypeSingleton(string filename) { string content = File.ReadAllText(filename); JObject obj = JObject.Parse(content); _basicLongSword = new LongSword(obj["LongSword"]); _basicKatana = new Katana(obj["Katana"]); _basicHalberd = new Halberd(obj["Halberd"]); _basicPoleaxe = new Poleaxe(obj["Poleaxe"]); }
// Start is called before the first frame update void Start() { GameManager.setWeaponsInChest(); srWeapon = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\ChestWeapons.txt"); //srArmor = new StreamReader(""); //srItem = new StreamReader(""); line = srWeapon.ReadToEnd(); // GameManager.testSettingWeapons(); LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); string[] splitWeapon = new string[3] { "LongSword", "GreatSword", "Dagger" }; string[] splitArmor = line.Split('\t'); string[] splitItem = line.Split('\t'); weaponsCollection.Add("LongSword", longSword); weaponsCollection.Add("GreatSword", greatSword); weaponsCollection.Add("Dagger", dagger); weaponsArray[0] = weaponsCollection["LongSword"]; weaponsArray[1] = weaponsCollection["GreatSword"]; weaponsArray[2] = weaponsCollection["Dagger"]; for (int i = 0; i < splitWeapon.Length; i++) { Debug.Log(splitWeapon[i]); } inc = 2; for (int i = 0; i < GameManager.weaponsCollection.Count; i++) { // Debug.Log("Is inside the array: " + GameManager.weaponsCollection["LongSword"].Name); // Debug.Log("Is inside the array: " + GameManager.weaponsCollection["GreatSword"].Name); // Debug.Log("Is inside the array: " + GameManager.weaponsCollection["Dagger"].Name); } for (int i = 0; i < inc; i++) { // Debug.Log("Found Weapon: " + GameManager.weaponsArray[i].Name); } }
static public void testSettingWeapons() { LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); Plate plate = new Plate(); Leather leather = new Leather(); //setWeapon(longSword, "LongSword"); //setWeapon(greatSword, "GreatSword"); //setWeapon(dagger, "Dagger"); armorCollection.Add("Plate", plate); armorCollection.Add("Leather", leather); }
static void Main(string[] args) { PrototypeSingleton weaponManager = PrototypeSingleton.GetInstance; weaponManager.AddBasicItem(WeaponType.LongSword); weaponManager.AddBasicItem(WeaponType.Katana); weaponManager.AddBasicItem(WeaponType.Halberd); weaponManager.AddBasicItem(WeaponType.Poleaxe); /*Katana k = new Katana(14, 25, Material.Gold, "China", 50); * weaponManager.AddItem(k); * * Poleaxe p = new Poleaxe(17, 50, Material.Bronze, 20, "Bronze Buster"); * weaponManager.AddItem(p);*/ LongSword l = weaponManager.GetNewItem(WeaponType.LongSword) as LongSword; l.SpecialPower = "new power"; weaponManager.AddItem(l); Console.WriteLine(weaponManager.GetAllWeapons()); }
private void Start() { LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); Plate plate = new Plate(); Leather leather = new Leather(); LockPick lockPick = new LockPick(); Book book = new Book(); weaponsArray1.Add(new LongSword()); weaponsArray1.Add(new GreatSword()); weaponsArray1.Add(new LongSword()); weaponsArray1.Add(new GreatSword()); weaponsArray1.Add(new Dagger()); playerWeaponsArray.Add(new LongSword()); playerWeaponsArray.Add(new GreatSword()); //itemCollection.Add("LongSword", longSword); //itemCollection.Add("GreatSword", greatSword); //itemCollection.Add("Dagger", dagger); //itemCollection.Add("Plate", plate); //itemCollection.Add("Plate", leather); // Sets up weapons to be stored inside weaponsCollection dictionary weaponsSelection = new string[3] { "LongSword", "GreatSword", "Dagger" }; armorSelection = new string[2] { "Plate", "Leather" }; itemSelection = new string[2] { "LockPick", "Book" }; weaponsCollection.Add("LongSword", longSword); weaponsCollection.Add("GreatSword", greatSword); weaponsCollection.Add("Dagger", dagger); armorCollection.Add("Plate", plate); armorCollection.Add("Leather", leather); itemCollection.Add("LockPick", lockPick); itemCollection.Add("Book", book); //setWeapon(longSword,"LongSword"); //setWeapon(greatSword, "GreatSword"); //setWeapon(dagger, "Dagger"); //armorCollection[0] = plate; //armorCollection[1] = leather; //weaponsArray[0] = weaponsCollection["LongSword"]; //weaponsArray[1] = weaponsCollection["GreatSword"]; //weaponsArray[2] = weaponsCollection["Dagger"]; //Debug.Log("Weapon in gameManager: " + weaponsArray[0].Cost); //Debug.Log("Weapon in gameManager: " + weaponsArray[1].Cost); //Debug.Log("Weapon in gameManager: " + weaponsArray[2].Cost); }
//static public void setWeapon<W>(W iWeapon, string wName) where W : IWeapon //{ // weaponsCollection.Add(wName, iWeapon); //} void setWeapons() { // Stores names for searching in dictionary // Classes objects used in dictionary Plate plate = new Plate(); Leather leather = new Leather(); LongSword longSword = new LongSword(); GreatSword greatSword = new GreatSword(); Dagger dagger = new Dagger(); LockPick lockPick = new LockPick(); Book book = new Book(); weaponsSelection = new string[3] { "LongSword", "GreatSword", "Dagger" }; armorSelection = new string[2] { "Plate", "Leather" }; itemSelection = new string[2] { "LockPick", "Book" }; genericSelection = new string[3] { "LongSword", "Plate", "LockPick" }; // genericCollection.Add("LongSword", longSword); // genericCollection.Add("Plate", plate); genericCollection.Add("LockPick", lockPick); // Add objects to each respective dictionary weaponsCollection.Add("LongSword", longSword); weaponsCollection.Add("GreatSword", greatSword); weaponsCollection.Add("Dagger", dagger); armorCollection.Add("Plate", plate); armorCollection.Add("Leather", leather); itemCollection.Add("LockPick", lockPick); itemCollection.Add("Book", book); // Add items into chest array based on dictionary keys found in the selection arrays for (int i = 0; i < weaponsCollection.Count; i++) { weaponsArray[i] = weaponsCollection[weaponsSelection[System.Convert.ToInt32(Random.Range(0, weaponsCollection.Count))]]; } for (int i = 0; i < armorCollection.Count; i++) { armorArray[i] = armorCollection[armorSelection[System.Convert.ToInt32(Random.Range(0, armorCollection.Count))]]; } for (int i = 0; i < itemCollection.Count; i++) { itemArray[i] = itemCollection[itemSelection[System.Convert.ToInt32(Random.Range(0, itemCollection.Count))]]; } for (int i = 0; i < itemCollection.Count; i++) { genericArray[i] = genericCollection[genericSelection[System.Convert.ToInt32(Random.Range(0, genericCollection.Count))]]; } }
public static void Weapon() { string prefixName; int prefixValue; string prefixStat; (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon"); string suffixName; string suffixStat; int suffixValue; (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon"); int _weaponType = random.Next(1, 27); //26 weapons switch (_weaponType) { case 1: Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue); axe.WeaponAddToInventory(); break; case 2: BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); bastardSword.WeaponAddToInventory(); break; case 3: BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); battleAxe.WeaponAddToInventory(); break; case 4: Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); blade.WeaponAddToInventory(); break; case 5: BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadAxe.WeaponAddToInventory(); break; case 6: BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); broadSword.WeaponAddToInventory(); break; case 7: Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); claymore.WeaponAddToInventory(); break; case 8: Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); club.WeaponAddToInventory(); break; case 9: Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); dagger.WeaponAddToInventory(); break; case 10: Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); falchion.WeaponAddToInventory(); break; case 11: Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); flail.WeaponAddToInventory(); break; case 12: GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatAxe.WeaponAddToInventory(); break; case 13: GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); greatSword.WeaponAddToInventory(); break; case 14: LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); largeAxe.WeaponAddToInventory(); break; case 15: LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); longSword.WeaponAddToInventory(); break; case 16: Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); mace.WeaponAddToInventory(); break; case 17: Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); maul.WeaponAddToInventory(); break; case 19: MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); morningStar.WeaponAddToInventory(); break; case 20: Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); sabre.WeaponAddToInventory(); break; case 21: Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); scimitar.WeaponAddToInventory(); break; case 22: ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); shortSword.WeaponAddToInventory(); break; case 23: SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); smallAxe.WeaponAddToInventory(); break; case 24: SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); spikedClub.WeaponAddToInventory(); break; case 25: TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); twoHandedSword.WeaponAddToInventory(); break; case 26: WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue); warHammer.WeaponAddToInventory(); break; } }