public bool chargeInventoryItems(int id_bag, int id_inventory, RPGCustomCharacter _character) { Item _bag = this.bag.getItemIdObject(id_bag); Item _inventory = null; if (id_inventory >= 0) { _inventory = new Item(); _inventory = _character.inventory.getItemIdObject(id_inventory); } if (_character.swapItemInventory(_bag, _inventory)) { this.bag.item.Remove(this.bag.getItemIdObject(id_bag)); if (id_inventory >= 0) { this.bag.item.Add(_inventory); } return(true); } return(false); }
public bool chargeInventoryItems(int id_bag, int id_inventory, RPGCustomCharacter _character) { Item _bag = this.bag.getItemIdObject(id_bag); Item _inventory = null; if (id_inventory >= 0) { _inventory = new Item(); _inventory = _character.inventory.getItemIdObject(id_inventory); } if (_character.swapItemInventory(_bag, _inventory)) { this.bag.item.Remove(this.bag.getItemIdObject(id_bag)); if (id_inventory >= 0) { this.bag.item.Add(_inventory); } return true; } return false; }
void Start() { this.character = new RPGCustomCharacter(); this.character.inventory.init(); this.character.level.baseExperienceLevel(1.1f, 110, 2); this.character.typeClass.typeClass = _Class.Warrior; this.character.typeClass.chargeClassModifier(3); this.character.addExperience(500000); this.createItems(); //this.init(); //this.bag = new Inventory(); //this.inventory.addItemInventory(JsonMapper.ToObject<List<Weapon>>(JsonItemsBehaviour.loadAllWeapons())); //this.inventory.addItemInventory(JsonMapper.ToObject<List<Cloths>>(JsonItemsBehaviour.loadAllCloths())); /* foreach (Weapon w in _weapon) { inventory.addItemInventory(_weapon); } foreach (Cloths c in _cloths) { inventory.addItemInventory(_cloths); }*/ //skillManager.skills = JsonMapper.ToObject<List<Skill>>(JsonItemsBehaviour.loadAllSkills()); /* Cloths _c = new Cloths(new Item(), new Armor()); Debug.Log(JsonMapper.ToJson(_c)); Damage _damage = new Damage(10, 10, 0); Armor _armor = new Armor(100, 10, 0, 0, 0, 0); Skill _skill = new Skill(0, "Stand", "Blessing", "BLABAABLSSUHDUSHDS", 0 , _damage, _armor); Debug.Log(JsonMapper.ToJson(_skill));*/ }
/// <summary> /// Método Update responsavél pelos updates de todos os ciclos dos efeitos, atribuindo seus valores a cada componente. /// Usa como parametro O CustomCharacter que é nativo da biblioteca /// </summary> /// <param name="_character"></param> /// <param name="deltaTime"></param> public void update(RPGCustomCharacter _character, float deltaTime) { this.c_cooldown += deltaTime; if (this.c_cooldown < this.cooldown) { for (int i = 0; i < effects.Count; i++) { _EffectsRemove __effect = this.effects[i].effectsRemove; if (__effect == _EffectsRemove.Strength || __effect == _EffectsRemove.Agility || __effect == _EffectsRemove.Stamina || __effect == _EffectsRemove.Intelligence) { this.effects[i].update(_character.attributes, deltaTime); } else if (__effect == _EffectsRemove.Dark || __effect == _EffectsRemove.Fire || __effect == _EffectsRemove.Frost || __effect == _EffectsRemove.Nature || __effect == _EffectsRemove.Armor || __effect == _EffectsRemove.Parry) { this.effects[i].update(_character.armor, deltaTime); } else if (__effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].update(_character.damage, deltaTime); } else if (__effect == _EffectsRemove.Life) { this.effects[i].update(_character.life, deltaTime); } } } else { for (int i = 0; i < effects.Count; i++) { _EffectsRemove __effect = this.effects[i].effectsRemove; if (__effect == _EffectsRemove.Strength || __effect == _EffectsRemove.Agility || __effect == _EffectsRemove.Stamina || __effect == _EffectsRemove.Intelligence) { this.effects[i].restoreValue(_character.attributes); } else if (__effect == _EffectsRemove.Dark || __effect == _EffectsRemove.Fire || __effect == _EffectsRemove.Frost || __effect == _EffectsRemove.Nature || __effect == _EffectsRemove.Armor || __effect == _EffectsRemove.Parry) { this.effects[i].restoreValue(_character.armor); } else if (__effect == _EffectsRemove.Damage || __effect == _EffectsRemove.CriticalDamage || __effect == _EffectsRemove.ElementalDamage) { this.effects[i].restoreValue(_character.damage); } } } }
public void addExperience(float _exp, RPGCustomCharacter _character) { _character.addExperience(_exp); }
public RPGCustomControl() { this.characters = new List<RPGCustomCharacter>(); this.characterControl = new RPGCustomCharacter(); this.bag = new Inventory(); }
public bool chargeAbility(Ability _current, Ability _last, RPGCustomCharacter _caracter) { return _caracter.swapAbility(_current, _last); }
public void addExperience(float _exp, RPGCustomCharacter _character) { _character.addExperience(_exp); }
public RPGCustomControl() { this.characters = new List <RPGCustomCharacter>(); this.characterControl = new RPGCustomCharacter(); this.bag = new Inventory(); }
public bool chargeAbility(Ability _current, Ability _last, RPGCustomCharacter _caracter) { return(_caracter.swapAbility(_current, _last)); }