Esempio n. 1
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    protected override void SetupFromSplitJsonString(string[] splitJsonString)
    {
        name            = splitJsonString[0];
        notes           = splitJsonString[1];
        size            = EnumValue.CreateFromJsonString(splitJsonString[2]);
        restockSettings = RestockSettings.CreateFromJsonString(splitJsonString[3]);

        m_AvailabilityPerShopSizePerStockType  = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[4]);
        m_RestockFrequencyModifiersPerShopSize = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[5]);
        m_ReadyCashPerShopSize = ReadyCashPerShopSize.Load(splitJsonString[6]);
        m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[7]);
        m_BudgetRangePerPowerLevelPerStockType     = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[8]);
        m_ArmourCollection               = ArmourCollection.Load(splitJsonString[9]);
        m_SpellCollection                = SpellCollection.Load(splitJsonString[10]);
        m_WeaponCollection               = WeaponCollection.Load(splitJsonString[11]);
        m_RingCollection                 = RingCollection.Load(splitJsonString[12]);
        m_RodCollection                  = RodCollection.Load(splitJsonString[13]);
        m_StaffCollection                = StaffCollection.Load(splitJsonString[14]);
        m_WondrousCollection             = WondrousCollection.Load(splitJsonString[15]);
        m_ArmourQualityCollection        = ArmourQualityCollection.Load(splitJsonString[16]);
        m_WeaponQualityCollection        = WeaponQualityCollection.Load(splitJsonString[17]);
        m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[18]);
        m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[19]);

        shops = new Shop[splitJsonString.Length - 20];
        for (int i = 0; i < shops.Length; i++)
        {
            shops[i] = Shop.CreateFromJsonString(splitJsonString[i + 20]);
        }
    }
Esempio n. 2
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    private void Awake()
    {
        _center             = new Center();
        _center.Name        = "Digital Humanities Initiative (DHi)";
        _center.Description = "The Digital Humanities Initiative (DHi) at Hamilton College";
        _center.Type        = CenterType.LiberalArts;

        _center.Stats.Add(StatType.Funding, new Stat("Funding", 133300));
        _center.Stats.Add(StatType.Recognition, new Stat("Recognition", 2));
        _center.Stats.Add(StatType.Support, new Stat("Support", 1));

        GameObject _uiPanel = Instantiate(Resources.Load("CenterPanel", typeof(GameObject))) as GameObject;

        _uiPanel.GetComponent <RectTransform>().SetParent(_canvas);
        _uiPanel.GetComponent <RectTransform>().anchoredPosition = new Vector3(10, -10, 0);
        _uiPanel.GetComponent <RectTransform>().localScale       = Vector3.one;
        _center.UI        = _uiPanel.GetComponent <UICenterPanel>();
        _center.UI.Center = _center;
        _center.UI.Setup();

        StaffCollection staff = new StaffCollection(_center);

        _center.Staff = staff;

        _center.Staff.OnRosterChange += UI.OnStaffRosterChange;

        _achievements = new AchievementCollection();

        Achievement newAchievement = new Achievement(_center.Stats[StatType.Recognition], 100);

        newAchievement.Name = "Gettin' that Street Cred";
        _achievements.Achievements.Add(newAchievement);

        newAchievement      = new Achievement(_center.Staff, SkillType.Technologist);
        newAchievement.Name = "Prettier Colors";
        _achievements.Achievements.Add(newAchievement);

        newAchievement      = new Achievement(_center.Staff, 1);
        newAchievement.Name = "It Takes Two";
        _achievements.Achievements.Add(newAchievement);

        newAchievement      = new Achievement(_center.Staff, 5);
        newAchievement.Name = "It's a Party!";
        _achievements.Achievements.Add(newAchievement);


        // Debug.Log(newPlayer.Name + " is level " + newPlayer.Level + " and needs " + newPlayer.XPRequired + "xp to level up.");
        // Debug.Log(newPlayer.Name + "'s Satisfaction is " + newPlayer.Satisfaction + " and Productiveness is " + newPlayer.Productiveness);

        _quests = new DefaultQuests();
        // Debug.Log(_quests.QuestDictionary[1].Name);

        _quests.List[1].Activate();
    }
Esempio n. 3
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    public Achievement(StaffCollection staff, int count)
    {
        _stat = null;
        _goal = count;

        _staff    = staff;
        _goalType = SkillType.None;

        _isUnlocked = false;

        _staff.OnRosterChange += OnStaffRosterChange;
    }
Esempio n. 4
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    public Achievement(StaffCollection staff, SkillType type)
    {
        _stat = null;
        _goal = 0;

        _staff    = staff;
        _goalType = type;

        _isUnlocked = false;

        _staff.OnRosterChange += OnStaffRosterChange;
    }
Esempio n. 5
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    public Achievement(Stat stat, int goal)
    {
        _stat = stat;
        _goal = goal;

        _staff    = null;
        _goalType = SkillType.None;

        _isUnlocked = false;

        _stat.OnValueChange += OnStatValueChange;
    }
Esempio n. 6
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    public Center()
    {
        _name        = string.Empty;
        _description = string.Empty;
        _type        = CenterType.None;
        _level       = 1;
        _xp          = 0;
        _xpRequired  = Constants.CenterXpPerLevel[_level];

        _stats     = new Dictionary <StatType, Stat>();
        _staff     = new StaffCollection(this);
        _consortia = new List <Consortium>();
    }
Esempio n. 7
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        /// <summary>
        /// Loads a collection of Staff objects from the database.
        /// </summary>
        /// <returns>A collection containing all of the Staff objects in the database.</returns>
        public static StaffCollection LoadCollection(string spName, SqlParameter[] parms)
        {
            StaffCollection result = new StaffCollection();

            using (SqlDataReader reader = SqlHelper.Default.ExecuteReader(spName, parms))
            {
                while (reader.Read())
                {
                    Staff tmp = new Staff();
                    tmp.LoadFromReader(reader);
                    result.Add(tmp);
                }
            }
            return(result);
        }
Esempio n. 8
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        private void LoadAccounts()
        {
            loadStaffs = new StaffCollection();
            loadStaffs.LoadStaffFromDb();

            gridUsers.Rows.Count = 1;

            foreach (var popStaff in loadStaffs.pubStaffCollect)
            {
                gridUsers.Rows.Count++;
                gridUsers[gridUsers.Rows.Count - 1, 1] = popStaff.Staff_FName;
                gridUsers[gridUsers.Rows.Count - 1, 2] = popStaff.Staff_LName;
                gridUsers[gridUsers.Rows.Count - 1, 3] = popStaff.Staff_MName;
                gridUsers[gridUsers.Rows.Count - 1, 4] = popStaff.Staff_Username;
                gridUsers[gridUsers.Rows.Count - 1, 5] = popStaff.Staff_Position;
                gridUsers[gridUsers.Rows.Count - 1, 6] = popStaff.Staff_Password;
                gridUsers[gridUsers.Rows.Count - 1, 7] = popStaff.Staff_Id;
            }
        }
Esempio n. 9
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    protected override void SetupFromSplitJsonString(string[] splitJsonString)
    {
        name               = splitJsonString[0];
        notes              = CreateStringFromSafeJson(splitJsonString[1]);
        m_Books            = EnumSetting.Load(splitJsonString[2]);
        m_CharacterClasses = EnumSetting.Load(splitJsonString[3]);
        m_ShopSizes        = EnumSetting.Load(splitJsonString[4]);
        m_SettlementSizes  = EnumSetting.Load(splitJsonString[5]);
        m_Rarities         = EnumSetting.Load(splitJsonString[6]);
        m_Allowances       = EnumSetting.Load(splitJsonString[7]);
        m_UsesAutomaticBonusProgressionRules = Wrapper <bool> .CreateFromJsonString(splitJsonString[8]);

        m_UsesMinimumCasterLevelForSpellContainerItems = Wrapper <bool> .CreateFromJsonString(splitJsonString[9]);

        m_CasterTypesPerCharacterClass             = SaveableSelectedEnumPerEnum.Load(splitJsonString[10]);
        m_WeightingPerRarity                       = WeightingPerRarity.Load(splitJsonString[11]);
        m_RestockSettingsPerSettlementSize         = RestockSettingsPerSettlementSize.Load(splitJsonString[12]);
        m_AvailabilityPerShopSizePerStockType      = AvailabilityPerStockTypePerShopSize.Load(splitJsonString[13]);
        m_RestockFrequencyModifiersPerShopSize     = RestockFrequencyModifiersPerShopSize.Load(splitJsonString[14]);
        m_ReadyCashPerShopSize                     = ReadyCashPerShopSize.Load(splitJsonString[15]);
        m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[16]);
        m_BudgetRangePerPowerLevelPerStockType     = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[17]);
        m_ArmourCollection               = ArmourCollection.Load(splitJsonString[18]);
        m_SpellCollection                = SpellCollection.Load(splitJsonString[19]);
        m_WeaponCollection               = WeaponCollection.Load(splitJsonString[20]);
        m_RingCollection                 = RingCollection.Load(splitJsonString[21]);
        m_RodCollection                  = RodCollection.Load(splitJsonString[22]);
        m_StaffCollection                = StaffCollection.Load(splitJsonString[23]);
        m_WondrousCollection             = WondrousCollection.Load(splitJsonString[24]);
        m_ArmourQualityCollection        = ArmourQualityCollection.Load(splitJsonString[25]);
        m_WeaponQualityCollection        = WeaponQualityCollection.Load(splitJsonString[26]);
        m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[27]);
        m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[28]);

        settlements = new Settlement[splitJsonString.Length - 29];
        for (int i = 0; i < settlements.Length; i++)
        {
            settlements[i] = Settlement.CreateFromJsonString(splitJsonString[i + 29]);
        }

        current = this;
    }
Esempio n. 10
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    protected override void SetupFromSplitJsonString(string[] splitJsonString)
    {
        name              = splitJsonString[0];
        notes             = CreateStringFromSafeJson(splitJsonString[1]);
        size              = splitJsonString[2];
        frequencyModifier = Wrapper <float> .CreateFromJsonString(splitJsonString[3]);

        readyCash = Wrapper <float> .CreateFromJsonString(splitJsonString[4]);

        stockTypes           = FlagsEnumSetting.CreateFromJsonString(splitJsonString[5]);
        daysSinceLastRestock = Wrapper <int> .CreateFromJsonString(splitJsonString[6]);

        totalCash = Wrapper <float> .CreateFromJsonString(splitJsonString[7]);

        specificArmourCollection   = SpecificArmourCollection.CreateFromJsonString(splitJsonString[8]);
        specificPotionCollection   = SpecificPotionCollection.CreateFromJsonString(splitJsonString[9]);
        specificRingCollection     = SpecificRingCollection.CreateFromJsonString(splitJsonString[10]);
        specificRodCollection      = SpecificRodCollection.CreateFromJsonString(splitJsonString[11]);
        specificScrollCollection   = SpecificScrollCollection.CreateFromJsonString(splitJsonString[12]);
        specificStaffCollection    = SpecificStaffCollection.CreateFromJsonString(splitJsonString[13]);
        specificWandCollection     = SpecificWandCollection.CreateFromJsonString(splitJsonString[14]);
        specificWeaponCollection   = SpecificWeaponCollection.CreateFromJsonString(splitJsonString[15]);
        specificWondrousCollection = SpecificWondrousCollection.CreateFromJsonString(splitJsonString[16]);

        m_RarityPerCharacterClassPerSpellContainer = RarityPerCharacterClassPerSpellContainer.Load(splitJsonString[17]);
        m_BudgetRangePerPowerLevelPerStockType     = FloatRangePerPowerLevelPerStockType.Load(splitJsonString[18]);
        m_ArmourCollection               = ArmourCollection.Load(splitJsonString[19]);
        m_SpellCollection                = SpellCollection.Load(splitJsonString[20]);
        m_WeaponCollection               = WeaponCollection.Load(splitJsonString[21]);
        m_RingCollection                 = RingCollection.Load(splitJsonString[22]);
        m_RodCollection                  = RodCollection.Load(splitJsonString[23]);
        m_StaffCollection                = StaffCollection.Load(splitJsonString[24]);
        m_WondrousCollection             = WondrousCollection.Load(splitJsonString[25]);
        m_ArmourQualityCollection        = ArmourQualityCollection.Load(splitJsonString[26]);
        m_WeaponQualityCollection        = WeaponQualityCollection.Load(splitJsonString[27]);
        m_WeaponQualityConstraintsMatrix = WeaponQualityConstraintsMatrix.Load(splitJsonString[28]);
        m_ArmourQualityConstraintsMatrix = ArmourQualityConstraintsMatrix.Load(splitJsonString[29]);
    }
Esempio n. 11
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    void OnStaffRosterChange(object sender, StaffRosterChangeEventArgs args)
    {
        StaffCollection staff = (StaffCollection)sender;

        if (_goal > 0)
        {
            if (staff.Roster.Count >= _goal)
            {
                Debug.LogError("ACHIEVEMENT UNLOCKED: " + Name);
                _staff.OnRosterChange -= OnStaffRosterChange;
                _isUnlocked            = true;
            }
        }
        else if (_goalType != SkillType.None)
        {
            if (args.Player.Spec == _goalType)
            {
                Debug.LogError("ACHIEVEMENT UNLOCKED: " + Name);
                _staff.OnRosterChange -= OnStaffRosterChange;
                _isUnlocked            = true;
            }
        } // else ?
    }
Esempio n. 12
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    public Center(string name, CenterType type)
    {
        _name        = name;
        _description = string.Empty;
        _type        = type;
        _level       = 1;
        _xp          = 0;
        _xp          = 0;
        _xpRequired  = Constants.CenterXpPerLevel[_level];

        _stats     = new Dictionary <StatType, Stat>();
        _staff     = new StaffCollection(this);
        _consortia = new List <Consortium>();

        _stats.Add(StatType.Funding, new Stat("Funding", 3));
        _stats.Add(StatType.Time, new Stat("Time", 4));
        _stats.Add(StatType.Network, new Stat("Network", 1));
        _stats.Add(StatType.Recognition, new Stat("Recognition", 0));
        _stats.Add(StatType.Support, new Stat("Support", 0));
        _stats.Add(StatType.Mentorship, new Stat("Mentorship", 0));

        CalculateTime();
        TimeRemaining = _stats[StatType.Time].Value;
    }
    public static SpecificStaff CreateRandom(EnumValue powerLevel, FloatRange budgetRange, StaffCollection staffCollection)
    {
        SpecificStaff newSpecificStaff = CreateInstance <SpecificStaff>();

        newSpecificStaff.powerLevel = powerLevel;
        newSpecificStaff.staff      = staffCollection.PickStaff(budgetRange);
        newSpecificStaff.cost       = newSpecificStaff.staff.cost;
        newSpecificStaff.name       = newSpecificStaff.staff.name;
        return(newSpecificStaff);
    }
Esempio n. 14
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 public ReverseListIterator(StaffCollection employees)
 {
     _employees = employees;
     _current   = employees.Count - 1;
 }
Esempio n. 15
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 public ListIterator(StaffCollection employees)
 {
     _employees = employees;
     _current   = 0;
 }
Esempio n. 16
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 public ReqStaffSkill(SkillType skill, StaffCollection staff)
 {
     Name   = string.Empty;
     _skill = skill;
     _staff = staff;
 }