Esempio n. 1
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    // Start is called before the first frame update
    void Start()
    {
        switch (characterID)
        {
        case 1:
            portrait.sprite = hero1Sprite;
            break;

        case 2:
            portrait.sprite = hero2Sprite;
            break;

        case 3:
            portrait.sprite = hero3Sprite;
            break;

        case 4:
            portrait.sprite = hero4Sprite;
            break;
        }

        if (!UnitManager.instance.IsUnitAlive(characterID))
        {
            portrait.sprite = deadSprite;
        }

        SetName(SkillStorage.GetName(characterID));
    }
Esempio n. 2
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    // Start is called before the first frame update
    void Start()
    {
        BuildStatOutput();

        nameLabel.text = (SkillStorage.GetName(characterID));

        switch (characterID)
        {
        case 1:
            portraitHolder.sprite = hero1Sprite;
            break;

        case 2:
            portraitHolder.sprite = hero2Sprite;
            break;

        case 3:
            portraitHolder.sprite = hero3Sprite;
            break;

        case 4:
            portraitHolder.sprite = hero4Sprite;
            break;
        }

        if (!GameManager.Instance.IsUnitAvailable(characterID))
        {
            portraitHolder.sprite = deadSprite;
        }
    }
Esempio n. 3
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    // Use this for initialization
    void Start()
    {
        skillStorage = GameObject.Find("SkillManager");
        skillPool    = skillStorage.GetComponent <SkillStorage>();

        SkillToSpawnNum = Random.Range(0, 5);
    }
Esempio n. 4
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    public bool RunFixAction()
    {
        Vector2 fixLocation;

        if (actions.Count > 0)
        {
            if (actions[0].GetActionType() == UnitAction.ActionType.FIX)
            {
                actionTimer += Time.deltaTime;
                fixLocation  = actions[0].GetActionTarget();

                if (actionTimer >= ACTION_TIME)
                {
                    if (Random.value < GetFixChance(fixLocation))
                    {
                        SkillStorage.AddUpgradePoint();
                        TileManager.Instance.ClearDisaster(actions[0].GetActionTarget());
                    }
                    else
                    {
                        SoundSystem.Instance.PlaySound(SoundEvents.DisasterRepairFailure);
                    }
                    Debug.Log("Attempted fix at " + Time.time);
                    actionTimer = 0f;
                    actions.RemoveAt(0);

                    return(true);
                }

                return(false);
            }
        }

        return(true);
    }
        /// <summary>
        /// コンストラクタ
        /// </summary>
        public SkillCountService()
        {
            SkillStorage.Create();
            PowStorage.Create();
            MapStorage.Create();

            _skillArrayRecognizer.Updated     += (_, e) => SkillsUpdated?.Invoke(this, new SkillsUpdatedEventArgs(e));
            _powRecognizer.Updated            += (_, e) => PowUpdated?.Invoke(this, new PowUpdatedEventArgs(e));
            _hpRecognizer.Updated             += (_, e) => HpUpdated?.Invoke(this, new HpUpdatedEventArgs(e));
            _powDebuffArrayRecognizer.Updated += (_, e) => PowDebuffsUpdated?.Invoke(this, new PowDebuffsUpdatedEventArgs(e));
            _keepDamageRecognizer.Updated     += (_, e) => KeepDamageUpdated?.Invoke(this, new KeepDamageUpdatedEventArgs(e));
            _bookUseRecognizer.Updated        += (_, e) => BookUsesUpdated?.Invoke(this, new BookUsesUpdatedEventArgs(e));
            _warStateRecognizer.WarStarted    += (_, e) =>
            {
                Logger.WriteLine("War started.");
                WarStarted?.Invoke(this, new WarStartedEventArgs(e));
            };
            _warStateRecognizer.WarCanceled += (_, e) =>
            {
                Logger.WriteLine("War canceled.");
                WarCanceled?.Invoke(this, new WarCanceledEventArgs(e));
            };
            _warStateRecognizer.WarFinished += (_, e) =>
            {
                Logger.WriteLine("War finished.");
                WarFinished?.Invoke(this, new WarFinishedEventArgs(e));
            };
        }
Esempio n. 6
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Player")
     {
         SkillStorage skillStorage = collision.transform.parent.GetChild(1).GetComponent <SkillStorage>();
         int          numOfSkill   = skillStorage.skill.Length;
         StartCoroutine(AttainSkill(skillStorage, numOfSkill));
     }
 }
Esempio n. 7
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    // Update is called once per frame
    void Update()
    {
        remainingPoints.text = SkillStorage.GetRemainingPoints().ToString();

        if (Input.GetKeyDown(KeyCode.Space))
        {
            SkillStorage.AddUpgradePoint();
        }
    }
        public void SetSkillVault(RestClient client)
        {
            ResponseWrapper responseWrapper = new ResponseWrapper(client);

            var response = responseWrapper.GetSkillsInfo();

            SkillStorage storage = JsonConvert.DeserializeObject <SkillStorage>(ConvertResponseToJson(response));
            List <Gem>   skills  = storage.Skills;

            Storage[Constants.Gem] = skills;
        }
Esempio n. 9
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    public float GetFixChance(Vector2 target)
    {
        DisasterTypes type = TileManager.Instance.GetTileDisasterType(target);

        int level = SkillStorage.GetLevel(unitNumber, SkillStorage.StatFromDisaster(type));

        if (Input.GetKey(KeyCode.F))
        {
            return(1000f);
        }
        return(BASE_FIX_CHANCE + ((float)level * 2 / 100f) + ((float)remainingActions * 2 / 100f));
    }
Esempio n. 10
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 IEnumerator AttainSkill(SkillStorage skillStorage, int SkillNum)
 {
     for (int i = 0; i < SkillNum; i++)
     {
         if (skillStorage.skill[i] == null)
         {
             skillStorage.skill[i] = skill;
             Destroy(this.gameObject);
             yield break;
         }
     }
     yield return(null);
 }
Esempio n. 11
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    public void HandleStatChange(bool increase)
    {
        // attempt increase
        if (increase)
        {
            SkillStorage.AddTmpPoint(characterID, stat);
        }
        else
        {
            SkillStorage.RemoveTmpPoint(characterID, stat);
        }

        SoundSystem.Instance.PlaySound(SoundEvents.Select);
    }
Esempio n. 12
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    // Start is called before the first frame update
    void Start()
    {
        progress          = GetComponentInChildren <Slider>();
        progress.maxValue = 50;
        progress.minValue = 0;

        if (hero1sprite && nameLabel)
        {
            nameLabel.text = SkillStorage.GetName(characterID);
        }

        if (portrait)
        {
            switch (characterID)
            {
            case 1:
                portrait.sprite = hero1sprite;
                break;

            case 2:
                portrait.sprite = hero2sprite;
                break;

            case 3:
                portrait.sprite = hero3sprite;
                break;

            case 4:
                portrait.sprite = hero4sprite;
                break;
            }
        }

        if (!GameManager.Instance.IsUnitAvailable(characterID))
        {
            portrait.sprite = deadSprite;
        }
    }
Esempio n. 13
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    void CreateNewCampaign()
    {
        string name1 = RandomNameGenerator.GetRandomName();
        string name2 = RandomNameGenerator.GetRandomName();
        string name3 = RandomNameGenerator.GetRandomName();
        string name4 = RandomNameGenerator.GetRandomName();

        Debug.Log("Player 1 is " + name1);
        Debug.Log("Player 2 is " + name2);
        Debug.Log("Player 3 is " + name3);
        Debug.Log("Player 4 is " + name4);


        // todo: skill point resets?

        SkillStorage.SetName(1, name1);
        SkillStorage.SetName(2, name2);
        SkillStorage.SetName(3, name3);
        SkillStorage.SetName(4, name4);

        GameManager.Instance.ResetDeath();
        GameManager.Instance.ShowUpgradeScreen();
    }
Esempio n. 14
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        private async Task LogNumberOfRuns()
        {
            try
            {
                int numRuns = 0;
                _skillStorage = SkillStorage.GetDatabase(Skill);

                //Keep track of the number of times this is run in the file
                IDictionary <string, object> storedData = await _skillStorage.LoadDataAsync();

                if (storedData != null && storedData.ContainsKey("NumberOfRuns"))
                {
                    numRuns = Convert.ToInt32(storedData["NumberOfRuns"]);
                }

                await _skillStorage.SaveDataAsync(new Dictionary <string, object> {
                    { "NumberOfRuns", ++numRuns }
                });
            }
            catch (Exception ex)
            {
                _misty.SkillLogger.Log("Failed to update run number in data store.", ex);
            }
        }
Esempio n. 15
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 public void HandleContinueButton()
 {
     SoundSystem.Instance.PlaySound(SoundEvents.Select);
     SkillStorage.Confirm();
     GameManager.Instance.StartGame();
 }
Esempio n. 16
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    // Update is called once per frame
    void Update()
    {
        int level = SkillStorage.GetLevel(characterID, stat);

        progress.value = level;
    }
Esempio n. 17
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 public void HandleBackButton()
 {
     SoundSystem.Instance.PlaySound(SoundEvents.Select);
     SkillStorage.Cancel();
     GameManager.Instance.QuitToMenu();
 }