Esempio n. 1
0
        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);
        }
Esempio n. 2
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        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;
        }
Esempio n. 3
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	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));*/
	}
Esempio n. 4
0
        /// <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);
                    }
                }
            }
        }
Esempio n. 5
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 public void addExperience(float _exp, RPGCustomCharacter _character)
 {
     _character.addExperience(_exp);
 }
Esempio n. 6
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 public RPGCustomControl()
 {
     this.characters = new List<RPGCustomCharacter>();
     this.characterControl = new RPGCustomCharacter();
     this.bag = new Inventory();
 }
Esempio n. 7
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 public bool chargeAbility(Ability _current, Ability _last, RPGCustomCharacter _caracter)
 {
     return _caracter.swapAbility(_current, _last);
 }
Esempio n. 8
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 public void addExperience(float _exp, RPGCustomCharacter _character)
 {
     _character.addExperience(_exp);
 }
Esempio n. 9
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 public RPGCustomControl()
 {
     this.characters       = new List <RPGCustomCharacter>();
     this.characterControl = new RPGCustomCharacter();
     this.bag = new Inventory();
 }
Esempio n. 10
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 public bool chargeAbility(Ability _current, Ability _last, RPGCustomCharacter _caracter)
 {
     return(_caracter.swapAbility(_current, _last));
 }