GetUpdate() public static method

public static GetUpdate ( string name ) : string
name string
return string
 static void InvUpdate()         //Function for inventory updates, setup above
 {
     if (!state.Equals("Finished"))
     {
         //Check for the wood, tools, and cider in the inventory, set the boolean values
         if (InventoryData.HasItem(ItemDictionary.itemDict.GetItem("Planks")))
         {
             items[0] = true;
         }
         if (InventoryData.HasItem(ItemDictionary.itemDict.GetItem("Cider")))
         {
             items[1] = true;
         }
         if (InventoryData.HasItem(ItemDictionary.itemDict.GetItem("Tools")))
         {
             items[2] = true;
         }
         QuestDictionary.GetUpdate("Rebuild Town Bridge");                   //Update the status after new items
     }
 }
Esempio n. 2
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 public bool CheckData(int node)
 {
     for (int i = 0; i < Quests.Length; i++)
     {
         if (QuestDictionary.Quests.ContainsKey(questNames[i]))
         {
             if (node < Quests[i].states.Length)             //if the node checked has a qualifier, true if not
             {
                 if ((Quests[i].states[node]).Contains("!")) //Return the result if the state is not such
                 {
                     string newState = Quests[i].states[node].Replace("!", "");
                     if (Quests[i].states[node] != null && !newState.Equals(QuestDictionary.GetUpdate(questNames[i])) || Quests[i].states[node].Equals("true"))
                     {
                         return(true);
                     }
                 }
                 else if ((Quests[i].states[node]).Contains("..."))
                 {
                     string newState = Quests[i].states[node].Replace("...", "");
                     if (Quests[i].states[node] != null && (QuestDictionary.GetUpdate(questNames[i])).Contains(newState) || Quests[i].states[node].Equals("true"))
                     {
                         return(true);
                     }
                 }
                 else                            //Return the result if the state is such
                 {
                     if (Quests[i].states[node] != null && Quests[i].states[node].Equals(QuestDictionary.GetUpdate(questNames[i])) || Quests[i].states[node].Equals("true"))
                     {
                         return(true);
                     }
                 }
             }
             else
             {
                 return(true);
             }
         }
     }
     return(false);
 }
Esempio n. 3
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 public void DrawInv()
 {
     if (names != null)
     {
         foreach (object entry in InventoryData.items)
         {
             Text newItem = Instantiate(item);
             newItem.transform.SetParent(names.transform, false);
             newItem.text = " " + ((InventoryData.itemCount[entry] > 1) ? ("" + InventoryData.itemCount[entry] + "x ") : ("")) + entry.ToString() + ((InventoryData.compareItems(InventoryData.getEquipped(), entry)) ? (" \u25cf") : (""));
             newItem.name = entry.ToString() + "1";
             newItem.GetComponent <ItemExecution>().item = entry;
         }
         questStatus.text = JsonFile.save.PlayerData.currentQuest + ((!JsonFile.save.PlayerData.currentQuest.Equals("")) ? (": \n\n") : ("")) + QuestDictionary.GetUpdate(JsonFile.save.PlayerData.currentQuest);
         gold.text        = "Gold: " + InventoryData.gold;
     }
 }