Esempio n. 1
0
        //This will return appropriate shop prompts based on metrics
        //passed in the function.
        public List <string> get_prompt(Player.Character chara, string section)
        {
            ShopPromptDC[]      all_prompts      = new ShopPromptDC[0];
            List <ShopPromptDC> possible_prompts = new List <ShopPromptDC>();
            string path = "XmlData/Prompts/";

            switch (chara)
            {
            case Player.Character.Falsael:
                path += "falsael_prompts";
                break;

            case Player.Character.Halephon:
                path += "halephon_prompts";
                break;

            case Player.Character.Petaer:
                path += "petaer_prompts";
                break;

            case Player.Character.Ziktofel:
                path += "ziktofel_prompts";
                break;
            }
            all_prompts = cManager.Load <ShopPromptDC[]>(path);

            for (int i = 0; i < all_prompts.Count(); i++)
            {
                if (String.Compare(all_prompts[i].Shop_Section, section) == 0)
                {
                    possible_prompts.Add(all_prompts[i]);
                }
            }

            int chosen_prompt = rGen.Next(possible_prompts.Count);

            if (possible_prompts.Count > 0)
            {
                return(possible_prompts[chosen_prompt].Prompt_Text);
            }
            else
            {
                return(new List <string>());
            }
        }
Esempio n. 2
0
        //This will return appropriate shop prompts based on metrics
        //passed in the function.
        public List<string> get_prompt(Player.Character chara, string section)
        {
            ShopPromptDC[] all_prompts = new ShopPromptDC[0];
            List<ShopPromptDC> possible_prompts = new List<ShopPromptDC>();
            string path = "XmlData/Prompts/";
            switch (chara)
            {
                case Player.Character.Falsael:
                    path += "falsael_prompts";
                    break;
                case Player.Character.Halephon:
                    path += "halephon_prompts";
                    break;
                case Player.Character.Petaer:
                    path += "petaer_prompts";
                    break;
                case Player.Character.Ziktofel:
                    path += "ziktofel_prompts";
                    break;
            }
            all_prompts = cManager.Load<ShopPromptDC[]>(path);

            for (int i = 0; i < all_prompts.Count(); i++)
            {
                if (String.Compare(all_prompts[i].Shop_Section, section) == 0)
                    possible_prompts.Add(all_prompts[i]);
            }

            int chosen_prompt = rGen.Next(possible_prompts.Count);
            if (possible_prompts.Count > 0)
                return possible_prompts[chosen_prompt].Prompt_Text;
            else
                return new List<string>();
        }