Esempio n. 1
0
    void UpdateResourceStorage()
    {
        PlayerResourceStorageMetaData data = PlayerResourceStorageMetaData.Load();

        ResourceStorageMetaData rsData = data.GetResourceMetaData(resourceId);

        maxResource     = rsData.maxResource;
        currentResource = rsData.currentResource;

        EventManager.GetInstance().ExecuteEvent <EventResourceStorageUpdate> (new EventResourceStorageUpdate(resourceId, currentResource));
    }
    public static PlayerResourceStorageMetaData Load()
    {
        if (!SaveLoadManager.SharedManager.IsFileExist <PlayerResourceStorageMetaData>())
        {
            PlayerResourceStorageMetaData newData = new PlayerResourceStorageMetaData();

            newData.Init();

            return(newData);
        }

        PlayerResourceStorageMetaData data = SaveLoadManager.SharedManager.Load <PlayerResourceStorageMetaData> ();


        return(data);
    }
    /*
     * public bool DecreaseCombatUnit(int decreaseAmount)
     * {
     *      if(numberOfCombatUnit.Count <= 0)
     *      {
     *              return false;
     *      }
     *
     *      if((CurrentCombatUnit-decreaseAmount) < 0)
     *      {
     *              return false;
     *      }
     *
     *      numberOfCombatUnit [0] -= decreaseAmount;
     *
     *      Save ();
     *
     *      return true;
     * }
     */

    /*
     * public void AddCombatUnit(int amount)
     * {
     *      if(numberOfCombatUnit.Count <= 0)
     *      {
     *              return;
     *      }
     *
     *      int addAmount = amount;
     *
     *      if((CurrentCombatUnit+amount) > maxCombatUnit)
     *      {
     *              addAmount = maxCombatUnit - CurrentCombatUnit;
     *      }
     *
     *      numberOfCombatUnit [0] += addAmount;
     *
     *      Save ();
     * }
     */

    /// <summary>
    /// Produces combat unit.
    /// </summary>
    /// <returns><c>true</c>, if combat unit was produced, <c>false</c> otherwise.</returns>
    /// <param name="unitType">Unit type.</param>
    /// <param name="produceAmount">Produce amount.</param>
    /// <param name="duration">Duration.</param>
    /// <param name="resourceCost">Resource cost.</param>
    public bool ProduceCombatUnit(CombatUnitType unitType, int produceAmount, int duration, Dictionary <ResourceType, float> resourceCost)
    {
        if (producingUnit)
        {
            return(false);
        }

        PlayerResourceStorageMetaData data = PlayerResourceStorageMetaData.Load();

        if (duration <= 0)
        {
            AddCombatUnit(unitType, produceAmount);

            foreach (ResourceType type in resourceCost.Keys)
            {
                data.CostResource(type, produceAmount * resourceCost[type]);
            }

            Save();

            return(true);
        }

        producingUnit = true;

        producingUnitType = unitType;

        producingAmount = produceAmount;

        producingDuration = duration;

        producingStartTime = DateTime.Now;
        producingEndTime   = DateTime.Now.AddSeconds(producingDuration);

        //todo: cost resource
        foreach (ResourceType type in resourceCost.Keys)
        {
            data.CostResource(type, produceAmount * resourceCost[type]);
        }

        Save();

        return(true);
    }
    /// <summary>
    /// Transfers the resource to player.
    /// </summary>
    /// <returns><c>true</c>, if resource to player was transfered, <c>false</c> otherwise.</returns>
    public bool TransferResourceToPlayer()
    {
        PlayerResourceStorageMetaData data = PlayerResourceStorageMetaData.Load();

        float transferedResource = data.TransferResourceToPlayer(resourceId, currentResourceStore);

        currentResourceStore -= transferedResource;

        this.Save();

        if (transferedResource > 0)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Esempio n. 5
0
    /// <summary>
    /// Calculates the battle result.
    /// </summary>
    public void CalculateResult()
    {
        BattleReportMetaData reportData = BattleReportMetaData.Load();

        int fAttackerSum = GetAttackerSum();
        int fDefenderSum = GetDefenderSum();

        if ((fAttackerSum - fDefenderSum) > 0)       //attacker win, defender defeat
        {
            Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " win");

            float ratio = (float)fDefenderSum * 100f / (float)fAttackerSum / 100f;

            CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load();

            //calculate unit lost for attacker
            List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in attackerUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * attackerUnit[unit]), 1, attackerUnit[unit]);

                UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit);

                //return unit
                data.AddCombatUnit(unit.unitType, info.to);

                attackerLostInfo.Add(info);
            }

            //calculate unit lost for defender
            List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in targetUnit.Keys)
            {
                float penalty = Mathf.Clamp((1 - ratio) * 10f, 1f, 10f);

                int lostUnit = Mathf.Clamp((int)(ratio * penalty * targetUnit[unit]), 1, targetUnit[unit]);

                //TODO:Decrease ai player unit

                targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit));
            }

            result = AttackResult.Win;

            reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo, resourceAward);

            //add resource
            PlayerResourceStorageMetaData pData = PlayerResourceStorageMetaData.Load();

            foreach (ResourceType type in resourceAward.Keys)
            {
                pData.AddResourceForType(type, resourceAward[type]);
            }
        }
        else if ((fAttackerSum - fDefenderSum) < 0)       //attacker defeat, defender win
        {
            Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " fail");

            float ratio = (float)fAttackerSum * 100f / (float)fDefenderSum / 100f;

            CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load();

            //calculate unit lost for attacker
            List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in attackerUnit.Keys)
            {
                float penalty = Mathf.Clamp((1 - ratio) * 10f, 1f, 10f);

                int lostUnit = Mathf.Clamp((int)(ratio * penalty * attackerUnit[unit]), 1, attackerUnit[unit]);

                UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit);

                //return unit
                data.AddCombatUnit(unit.unitType, info.to);

                attackerLostInfo.Add(info);
            }

            //calculate unit lost for defender
            List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in targetUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * targetUnit[unit]), 1, targetUnit[unit]);

                //TODO:Decrease ai player unit

                targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit));
            }

            result = AttackResult.Lost;

            reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo);
        }
        else        //draw
        {
            Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " draw");

            float ratio = (float)fAttackerSum * 100f / (float)fDefenderSum / 100f * 0.5f;

            CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load();

            //calculate unit lost for attacker
            List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in attackerUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * 0.3f * attackerUnit[unit]), 1, attackerUnit[unit]);

                UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit);

                //return unit
                data.AddCombatUnit(unit.unitType, info.to);

                attackerLostInfo.Add(info);
            }

            //calculate unit lost for defender
            List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in targetUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * 0.3f * targetUnit[unit]), 1, targetUnit[unit]);

                //TODO:Decrease ai player unit

                targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit));
            }

            result = AttackResult.Draw;

            reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo);
        }
    }