コード例 #1
0
    private ArmyData GenerateArmyData(ArmyProductParameter param, UserData userData)
    {
        ArmyData armyData = new ArmyData();

        armyData.ArmyID = new ArmyIdentity(param.ArmyType, param.ArmyNO);
        armyData.ProduceRemainingWorkload = param.RemainingWorkload.HasValue ? param.RemainingWorkload.Value : 0;
        armyData.ConfigData = ConfigInterface.Instance.ArmyConfigHelper.
                              GetArmyData(param.ArmyType, userData.ArmyProgress[param.ArmyType].Level);
        return(armyData);
    }
コード例 #2
0
    private ArmyData GenerateArmyData(ArmyParameter param, UserData userData, BuildingIdentity campID)
    {
        ArmyData armyData = new ArmyData();

        armyData.ArmyID = new ArmyIdentity(param.ArmyType, param.ArmyNO);
        armyData.ProduceRemainingWorkload = 0;
        armyData.CampID     = campID;
        armyData.ConfigData = ConfigInterface.Instance.ArmyConfigHelper.
                              GetArmyData(param.ArmyType, userData.ArmyProgress[param.ArmyType].Level);
        return(armyData);
    }
コード例 #3
0
 public static void Postfix(ref ArmyModifiableValue __result, ArmyData __instance)
 {
     if (Settings.toggleLargeArmies && __result != null && __result.ModifiedValue != 0 && __instance.Faction == ArmyFaction.Crusaders)
     {
         __result.MaxValue      = ArmyData.PositionsCount;
         __result.MinValue      = ArmyData.PositionsCount;
         __result.m_BaseValue   = __result.MaxValue;
         __result.ModifiedValue = __result.MaxValue;
         BlueprintRoot.Instance.Kingdom.StartArmySquadsCount = ArmyData.PositionsCount;
         BlueprintRoot.Instance.Kingdom.MaxArmySquadsCount   = ArmyData.PositionsCount;
     }
 }
コード例 #4
0
ファイル: ArmyModule.cs プロジェクト: KangLLL/century_war
    public ArmyIdentity ProduceArmy(ArmyType type, int level, int NO)
    {
        ArmyData armyData = new ArmyData();

        armyData.ProduceRemainingWorkload = ConfigInterface.Instance.ArmyConfigHelper.GetProduceWorkload(type, level);
        armyData.ConfigData = ConfigInterface.Instance.ArmyConfigHelper.GetArmyData(type, level);
        armyData.ArmyID     = new ArmyIdentity(type, NO);
        armyData.ProduceRemainingWorkload = armyData.ConfigData.ProduceWorkload;
        if (!this.m_Armies.ContainsKey(armyData.ArmyID.armyType))
        {
            this.m_Armies.Add(armyData.ArmyID.armyType, new Dictionary <int, ArmyLogicObject>());
        }

        this.m_Armies[armyData.ArmyID.armyType].Add(armyData.ArmyID.armyNO, new ArmyLogicObject(armyData));
        return(armyData.ArmyID);
    }
コード例 #5
0
    public void SetPlayer2Army(Nation nation)
    {
        player2Controller.nation = nation;

        switch (player1Controller.nation)
        {
        case Nation.FIRE:
            player2army = fireArmy;
            break;

        case Nation.EARTH:
            player2army = earthArmy;
            break;

        default:
            player2army = waterArmy;
            break;
        }
    }
コード例 #6
0
            public static bool PrefixCalculateDangerRating(ArmyData __instance, ref int __result)
            {
                var armyRoot = BlueprintRoot.Instance.ArmyRoot;
                var num1     = Mathf.FloorToInt((float)(__instance.CalculateExperience() / Math.Round(Settings.experienceMultiplier, 1) + armyRoot.ArmyDangerBonus) * armyRoot.ArmyDangerMultiplier);

                if (num1 < 0)
                {
                    __result = 1;
                    return(false);
                }

                var num2    = 0;
                var bonuses = BlueprintRoot.Instance.LeadersRoot.ExpTable.Bonuses;

                for (var index = 0; index < bonuses.Length && bonuses[index] <= num1; ++index)
                {
                    ++num2;
                }
                __result = num2;
                return(false);
            }
コード例 #7
0
    public void SetBothPlayersArmies(Nation player1Nation, Nation player2Nation)
    {
        player1Controller.nation = player1Nation;
        player2Controller.nation = player2Nation;

        switch (player1Controller.nation)
        {
        case Nation.FIRE:
            player1army = fireArmy;
            break;

        case Nation.EARTH:
            player1army = earthArmy;
            break;

        default:
            player1army = waterArmy;
            break;
        }

        switch (player2Controller.nation)
        {
        case Nation.FIRE:
            player2army = fireArmy;
            break;

        case Nation.EARTH:
            player2army = earthArmy;
            break;

        default:
            player2army = waterArmy;
            break;
        }

        SetPlayersCards();
    }
コード例 #8
0
ファイル: CharacterData.cs プロジェクト: cvance5/syphermia
 public void LeaveArmy()
 {
     CurrentArmy      = null;
     transform.parent = null;
 }
コード例 #9
0
ファイル: CharacterData.cs プロジェクト: cvance5/syphermia
 public void JoinArmy(ArmyData newArmy)
 {
     Debug.Assert(CurrentArmy != newArmy, "The character " + name + " has tried to join army " + newArmy + " multiple times.");
     CurrentArmy      = newArmy;
     transform.parent = newArmy.transform;
 }
コード例 #10
0
    /* Saves the data to a file when called */
    public void Save()
    {
        BinaryFormatter formatter = new BinaryFormatter();

        Directory.CreateDirectory (DataScript.armyDir); //creates a new folder to save data
        FileStream file = File.Create (DataScript.armyFile); //creates a new file to save data

        ArmyData savedData = new ArmyData(); //creates a new instance of the army data

        /* Data to save -- saves current army data into new instance*/

        savedData.armySize = armySize;;
        savedData.armySlots = armySlots;
        savedData.lockedArmySlots = lockedArmySlots;

        savedData.partySize = partySize;
        savedData.partySlots = partySlots;
        savedData.lockedPartySlots = lockedPartySlots;
        savedData.partySoldiers = partySoldiers;

        /* Calls the save method of each individual soldier */
        for (int i = 0; i < armySize; i++) {

          armyArray[i].Save (i);

        }

        formatter.Serialize (file, savedData); //save the data
        file.Close(); //close the file
    }
コード例 #11
0
ファイル: ArmyLogicData.cs プロジェクト: KangLLL/century_war
 public ArmyLogicData(ArmyData data)
 {
     this.m_Data = data;
 }
コード例 #12
0
 public ArmyLogicObject(ArmyData data)
 {
     this.m_Data     = data;
     this.m_ArmyData = new ArmyLogicData(data);
 }
コード例 #13
0
ファイル: ArmyDataBuilder.cs プロジェクト: ElKalou/ArenaFight
 public ArmyDataBuilder()
 {
     _armyData = ScriptableObject.CreateInstance <ArmyData>();
 }
コード例 #14
0
ファイル: ArmyDataBuilder.cs プロジェクト: ElKalou/ArenaFight
 public ArmyDataBuilder(string path)
 {
     _armyData = Resources.Load <ArmyData>(path);
 }