private static GameInformation information; //= new GameInformation(); void Awake() { //Debug.Log("GameInformaiton Awake start"); if (information == null) { DontDestroyOnLoad(gameObject); information = this; //might have to move the following to out of this if, hope not the, since it would be easy to force to leave the game if an update //items RPGItemDatabase.BuildItemDatabases(); //armors //weapons //static npcs //skills } else if (information != this) { Destroy(gameObject); } //monsters //Debug.Log("GameInformaiton Awake end"); }
// Use this for initialization void Start() { RPGItem item = RPGItemDatabase.GetItem(1); if (item != null) { Debug.Log(string.Format("Item ID:{0},Item Name:{1},Item Desc{2}", item.ItemID, item.itemName, item.itemDesc)); } item = RPGItemDatabase.GetItem(2); if (item != null) { Debug.Log(string.Format("Item ID:{0},Item Name:{1},Item Desc{2}", item.ItemID, item.itemName, item.itemDesc)); } }
public void ButtonWork(int num) { switch (num) { case (0): //attack targetView = true; playerChoice.gameObject.SetActive(false); BattleStateMachine.usedSkill = GameInformation.PlayerSkills[0]; BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects; break; case (1): //defend targetView = true; playerChoice.gameObject.SetActive(false); BattleStateMachine.usedSkill = GameInformation.PlayerSkills[1]; BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects; break; case (2): //skills attack.gameObject.SetActive(false); defend.gameObject.SetActive(false); skills.gameObject.SetActive(false); items.gameObject.SetActive(false); if (!BattleInfomation.Scriptable) { escape.gameObject.SetActive(false); } untarget.gameObject.SetActive(false); skillItem.gameObject.SetActive(true); //Debug.Log("before loop: " + GameInformation.PlayerSkills.Count); for (int i = 0; i < toggle.Length; i++) { //Debug.Log("i: " + i + " i+2: " + (i + 2)); if (GameInformation.PlayerSkills.Count <= (i + 2)) { break; } else if (GameInformation.PlayerSkills[i + 2].SkillID > 0) { toggle[i].gameObject.SetActive(true); skillToUse[i] = GameInformation.PlayerSkills[i + 2]; label[i].text = skillToUse[i].SkillName; } } break; case (3): //items attack.gameObject.SetActive(false); defend.gameObject.SetActive(false); skills.gameObject.SetActive(false); items.gameObject.SetActive(false); if (!BattleInfomation.Scriptable) { escape.gameObject.SetActive(false); } untarget.gameObject.SetActive(false); skillItem.gameObject.SetActive(true); for (int i = 0; i < toggle.Length; i++) { int j = 0; //Debug.Log("i: " + i + " i+2: " + (i + 2)); if (GameInformation.items.Length <= j) { break; } else if (GameInformation.items[j] > 0) { BaseInvoItems useItem = new BaseInvoItems(); useItem = RPGItemDatabase.FetchItemByID(GameInformation.items[j]); if (useItem.InventoryBattle) { j++; //need to make a skill data base skillToUse[j] = skillToUse[j]; toggle[j].gameObject.SetActive(true); } else { } skillToUse[i] = GameInformation.PlayerSkills[i + 2]; label[i].text = skillToUse[i].SkillName; } } break; case (4): //escape attack.gameObject.SetActive(false); defend.gameObject.SetActive(false); skills.gameObject.SetActive(false); items.gameObject.SetActive(false); if (!BattleInfomation.Scriptable) { escape.gameObject.SetActive(false); } untarget.gameObject.SetActive(false); EscapePanel.gameObject.SetActive(true); break; case (5): //untarget targetView = false; playerChoice.gameObject.SetActive(false); break; case (6): //use targetView = true; skillItem.gameObject.SetActive(false); toggle.Initialize(); use.gameObject.SetActive(false); BattleStateMachine.currentState = BattleStateMachine.BattleStates.addStatusEffects; break; case (7): //back attack.gameObject.SetActive(true); defend.gameObject.SetActive(true); skills.gameObject.SetActive(true); items.gameObject.SetActive(true); if (!BattleInfomation.Scriptable) { escape.gameObject.SetActive(true); } untarget.gameObject.SetActive(true); skillItem.gameObject.SetActive(false); break; case (8): //Escape yes break; case (9): //Escape no attack.gameObject.SetActive(true); defend.gameObject.SetActive(true); skills.gameObject.SetActive(true); items.gameObject.SetActive(true); if (!BattleInfomation.Scriptable) { escape.gameObject.SetActive(true); } untarget.gameObject.SetActive(true); EscapePanel.gameObject.SetActive(false); break; default: break; } }