Esempio n. 1
0
        private void ShowAvailableBindablePerks(int perkIndexToChange)
        {
            SetBackButtonAction(CreateChooseBindablePerksButton);

            var availablePerks = PerksList
                                 .Where(p =>
            {
                var bindablePerk = p.GetComponent <BindablePerk>();

                if (bindablePerk == null)
                {
                    return(false);
                }
                var index = bindablePerk.perkPrefab.GetComponent <AbilityAddActionsToPlayerInput>()?.customBinding.index;

                return(index != null && index == perkIndexToChange);
            }).ToList();

            foreach (var go in availablePerks)
            {
                var perk = go.GetComponent <BindablePerk>();

                var button = Instantiate(cheatButtonTemplate, content.transform);
                var btn    = button.GetComponent <CheatButton>();
                btn.ButtonAction = () => ChangeBindablePerk(perkIndexToChange, perk);
                btn.ButtonName   = perk.PerkName;
            }
        }
Esempio n. 2
0
        private void ShowAndApplyBasePerk()
        {
            var availablePerks = PerksList
                                 .Where(p =>
            {
                var perk = p.GetComponent <PerkUpgradeBase>();

                return(perk != null && !perk.GetType().IsSubclassOf(typeof(PerkUpgradeBase)));
            }).ToList();

            foreach (var go in availablePerks)
            {
                var perk = go.GetComponent <PerkUpgradeBase>();

                var button = Instantiate(cheatButtonTemplate, content.transform);
                var btn    = button.GetComponent <CheatButton>();
                btn.ButtonAction = () =>
                {
                    if (ReferenceEquals(PlayerToUi, null))
                    {
                        return;
                    }
                    perk.SpawnPerk(_playerToUi);
                };
                btn.ButtonName = perk.PerkName;
            }
        }
Esempio n. 3
0
        public void SetValuesInPlayer()
        {
            Game.maxDungeonLevel = dungeonLevel;
            Game.player.name     = name;

            Game.player.attack         = attack;
            Game.player.evasion        = evasion;
            Game.player.blocking       = blocking;
            Game.player.accuracy       = accuracy;
            Game.player.criticalChance = criticalChance;

            Game.player.currentGold         = gold;
            Game.player.specification.level = level;
            Game.player.helth    = helth;
            Game.player.maxHelth = maxHelth;
            Game.player.mana     = mana;
            Game.player.maxMana  = maxMana;
            Game.player.specification.currentExp           = currentExp;
            Game.player.specification.maxExp               = maxExp;
            Game.player.specification.gender               = gender;
            Game.player.specification.specialization       = specialization;
            Game.player.specification.race                 = race;
            Game.player.specification.strength             = strength;
            Game.player.specification.agility              = agility;
            Game.player.specification.intelligence         = intelligence;
            Game.player.specification.spellPower           = spellPower;
            Game.player.specification.levelPoint           = levelPoint;
            Game.player.specification.strengthMultiply     = strengthMultiply;
            Game.player.specification.agilityMultiply      = agilityMultiply;
            Game.player.specification.intelligenceMultiply = intelligenceMultiply;

            Game.player.inventory.activeHelmet = (Helmet)ItemsList.GetItemByName(activeHelmet);
            Game.player.inventory.activeArmor  = (Armor)ItemsList.GetItemByName(activeArmor);
            Game.player.inventory.activeWeapon = (Weapon)ItemsList.GetItemByName(activeWeapon);
            for (int i = 0; i < itemsCount; ++i)
            {
                Game.player.inventory.items.Add(ItemsList.GetItemByName(itemsName[i]));
            }

            for (int i = 0; i < perksCount; ++i)
            {
                Game.player.perksSystem.AddPerk(PerksList.GetPerkByPerkValue(perksValue[i]));
            }

            for (int i = 0; i < magicCount; ++i)
            {
                Game.player.magicSystem.AddSpell(MagicList.GetMagicByName(magicsName[i]));
            }
            Game.player.magicSystem.activeMagic = MagicList.GetMagicByName(activeMagicsName);
        }