public void setCurrentCharacter(ScoreoidPlayer scoreoidPlayer) { Player player = new Player(scoreoidPlayer.playerName, getWeapon(scoreoidPlayer.weapon), scoreoidPlayer.xp, scoreoidPlayer.change, scoreoidPlayer.numberOfKills); currentCharacter = player; if (null == player.weapon) { Utilities().setGameState(GameState.WeaponSelection); } else { Utilities().setGameState(GameState.PlayerProfile); } }
void GUI_Instructions(int windowID) { List<GUILayoutOption> instructionPanelOptions = new List<GUILayoutOption>(); instructionPanelOptions.Add(GUILayout.Width(windowRects["Instructions"].width-140)); instructionPanelOptions.Add(GUILayout.Height(windowRects["Instructions"].height-300)); GUI.FocusWindow(windowID); AddSpikes(windowRects["Instructions"].width-80, true); GUILayout.BeginVertical(); GUILayout.Label("Instructions", "InstructionsTitleBox"); GUILayout.Space(20); instructionScroll = GUILayout.BeginScrollView(instructionScroll); GUILayout.BeginVertical(); GUILayout.Space(10); GUILayout.Box("", "Divider"); GUILayout.Space(10); GUILayout.BeginHorizontal(instructionPanelOptions.ToArray()); GUILayout.BeginVertical(); Instructions_Title("Overview", "Spare Change is about battling foes, collecting change, choosing weapons, and unlocking new challenges."); Instructions_Element("Registration", "Players create a Character Name and Password."); Instructions_Element("Loading", "Players may Login and continue their progress."); Instructions_Element("Profile","The Profile is the buffer between each Battle where the Player's Stats are displayed"); Instructions_Element("Battling", "Battles are randomized based on level, and present a variety of foes."); Instructions_Element("Rewards", "Players are awarded XP and Spare Change for defeating all foes."); Instructions_Element("Changing Weapons", "Upon completion of a Battle a Player may choose a new weapon."); Instructions_Element("Leveling Up","By earning enough XP, the player will increase in Health, Gain access to new Weapons, and face new Enemies"); Instructions_Element("Character Saving","After each battle, the Character's stats are updated to the Spare Change scorekeeper."); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Box("", "Divider"); GUILayout.Space(10); GUILayout.BeginHorizontal(instructionPanelOptions.ToArray()); GUILayout.BeginVertical(); Instructions_Title("Battling", "Where Change and XP are awarded."); Instructions_Element("Turn-based", "Combatants take turns in a queue based on their Speed + Modifiers."); Instructions_Element("Selecting Actions", "Attack choices are presented based on the Player's Weapon"); Instructions_Element("Roll Chance-to-Hit", "Combatants must roll 10 or better on a d20, + modifiers, to Hit an opponent."); Instructions_Element("Roll Damage", "Upon a successful Hit, the weapons Damage Roll is thrown, and total damage calculated"); Instructions_Element("Battle Finish", "The Battle ends when the Player kills all Enemies or is killed."); Instructions_Element("Rewards","For defeating the enemies, XP and Spare Change are awarded."); GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Box("", "Divider"); GUILayout.Space(10); GUILayout.BeginHorizontal(instructionPanelOptions.ToArray()); GUILayout.BeginVertical(); Instructions_Title("The Player Card", "The card that all Players carry."); Instructions_Element("Character Name", "...of Legend."); Instructions_Element("Level", "Current XP Level achieved by this Character."); Instructions_Element("XP", "Number of Experience Points from winning battles."); Instructions_Element("Spare Change", "Money collected."); Instructions_Element("Kills", "Number of kills achieved in battle."); Instructions_Element("Weapon", "Brief description of the Equipped Weapon."); Instructions_Element("Boss Battle Indicator", "Indicates the Next Battle will be a Boss."); GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.Space(10); GUILayout.BeginVertical(); Weapon bat = Utilities().getWeapon("Bat"); Player samplePlayer = new Player("Chu-chu-chuck Changes", bat, 25, 10, 6); PlayerCard(samplePlayer, true); GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Box("", "Divider"); GUILayout.Space(10); GUILayout.BeginHorizontal(instructionPanelOptions.ToArray()); GUILayout.BeginVertical(); Instructions_Title("The Weapon Card", "A Weapon Card displays the details of a Weapon:"); Instructions_Element("Weapon Type Icon", "Melee, Ranged, or Magic."); Instructions_Element("Weapon Name", "What you call it."); Instructions_Element("Damage Roll", "Type and Quantity of Dice rolled for Damage."); Instructions_Element("Damage Roll Icon", "Icon displaying the Type of Dice"); Instructions_Element("Level", "A measure of the Weapon's quality."); Instructions_Element("Damage Modifier", "Affects all Damage rolls."); Instructions_Element("Speed Modifier", "Affects the weilder's Initiative in battle."); Instructions_Element("Defense Modifier", "Affects Chance-To-Hit rolls targeted at the weilder."); Instructions_Element("Actions", "Battle Options and their modifiers when used."); Instructions_Element("Action Hit Modifier", "Affects the ToHit."); Instructions_Element("Action Damage Modifier", "Affects Damage."); GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.Space(10); GUILayout.BeginVertical(); WeaponSelectItem(bat); GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.Box("", "Divider"); GUILayout.Space(10); GUILayout.EndVertical(); // scrolling panel container GUILayout.EndScrollView(); // | #Back# <---> | GUILayout.BeginHorizontal(); if(GUILayout.Button("Back")) { Utilities().setGameState(GameState.Title); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.EndVertical(); }
void PlayerCard(Player player, bool bBossFightNextIndicator=false) { Rect lastRect; if(null == player) return; /******/ GUILayout.BeginVertical(GUILayout.Width(WEAPON_SELECT_ITEM_WIDTH) //, GUILayout.Height(WEAPON_SELECT_ITEM_HEIGHT) ); GUILayout.Space(10); GUILayout.BeginHorizontal(GUILayout.Height(25)); GUILayout.Space(15); GUILayout.Box(string.Format("{0}", player.name), "ShortLabel"); GUILayout.Space(15); GUILayout.EndHorizontal(); GUILayout.Box("", "Divider"); GUILayout.BeginHorizontal(); GUILayout.Space(25); GUILayout.BeginVertical(); WeaponItemModifier("Level: ", player.level, "WeaponLevel", false); WeaponItemModifier("XP: ", (int)player.xp, "WeaponLevel", false); WeaponItemModifier("Spare Change: ", (int)player.change, "WeaponLevel", false); WeaponItemModifier("Health: ", (int)player.health, "WeaponLevel", false); WeaponItemModifier("Kills: ", player.kills, "WeaponLevel", false); GUILayout.EndVertical(); GUILayout.Space(25); GUILayout.EndHorizontal(); GUILayout.Box("", "Divider"); GUILayout.Box("Weapon", "WeaponActionTitle"); GUILayout.BeginHorizontal(); GUILayout.Space(10); GUILayout.BeginVertical(); GUILayout.Box("", "Divider"); GUILayout.BeginHorizontal(); GUILayout.Box(player.weapon.name, "WeaponActionName", GUILayout.Width(90)); GUILayout.Box(string.Format("{0}{1}", player.weapon.roll.count, player.weapon.roll.dieName), "WeaponLevel", GUILayout.Width(30), GUILayout.Height(30)); WeaponItemModifier("Level: ", player.weapon.level, "WeaponLevel", false); GUILayout.EndHorizontal(); GUILayout.Box("", "Divider"); if((Utilities().PlayerIsAtBossFight(player))) GUILayout.Box("Boss Fight Next Battle","ShortLabel"); GUILayout.EndVertical(); GUILayout.Space(10); GUILayout.EndHorizontal(); GUILayout.FlexibleSpace(); GUILayout.Space(10); GUILayout.EndVertical(); lastRect = GUILayoutUtility.GetLastRect(); GUI.Box(lastRect, ""); }
public bool PlayerIsAtBossFight(Player player) { return BattleController().PlayerIsAtBossFight(player); }
public bool PlayerIsAtBossFight(Player player) { return(BattleController().PlayerIsAtBossFight(player)); }
public void setCurrentCharacter(ScoreoidPlayer scoreoidPlayer) { Player player = new Player(scoreoidPlayer.playerName, getWeapon(scoreoidPlayer.weapon), scoreoidPlayer.xp, scoreoidPlayer.change, scoreoidPlayer.numberOfKills); currentCharacter = player; if(null == player.weapon) Utilities().setGameState(GameState.WeaponSelection); else Utilities().setGameState(GameState.PlayerProfile); }