public void deactivate() { isActive = false; deck = null; gameObject.SetActive(false); gameObject.name = "deck unused"; }
public void deactivate() { isActive = false; deck = null; deckButton = null; gameObject.SetActive(false); gameObject.name = "charm unused"; }
//opens the list of unused charms // public void openUnusedWeapons(){ // //charmReplaceType = replaceType; // unusedWeaponsOpen = true; // unusedCardsOpen = false; // // Debug.Log ("open " + unusedCharms.Count + " charms"); // // int order = 0; // for (int i = 0; i < unusedCharms.Count; i++) { // if (unusedCharms [i].type == Charm.CharmType.Weapon) { // DBUnusedCharmGO thisGO = DBManagerInterface.instance.getUnusedCharmGO (); // Debug.Log (thisGO); // thisGO.activate (unusedCharms [i], order); // order++; // } // } // } // // public void replaceCharm(Charm newCharm){ // if (newCharm.type == Charm.CharmType.Weapon) { // activeDeck.weaponToAdd = newCharm; // } else { // activeDeck.charmToAdd = newCharm; // } // unusedWeaponsOpen = false; // } //steps back one public void cancel() { if (unusedCardsOpen || unusedWeaponsOpen) { unusedCardsOpen = false; unusedWeaponsOpen = false; } else { if (activeDeck != null) { activeDeck.setAsInactive(); } activeDeck = null; } }
public void activate(DBDeck _deck, DBDeckButtonGO _deckButton, Charm.CharmType _type) { deck = _deck; deckButton = _deckButton; type = _type; isActive = true; gameObject.SetActive(true); gameObject.name = "charm " + deck.displayName + " " + type; gameObject.SetActive(true); mouseIsOver = false; }
public void activate(DBDeck _deck) { isActive = true; deck = _deck; gameObject.SetActive(true); gameObject.name = "DBButton_" + deck.displayName; if (needsPosInfo) { needsPosInfo = false; topLeftPoint = GameObject.Find("deckButtonTopLeft").transform.position; topCenterPoint = GameObject.Find("deckButtonTopCenter").transform.position; } homePos = topLeftPoint + spacing * deck.order; iconSpriteRend.sprite = deck.sprite; nameText.text = deck.displayName; //DBManagerInterface.instance.getCharmGO ().activate (deck, this, Charm.CharmType.Weapon); }
public DBManager() { activeDeck = null; unusedCardsOpen = false; unusedWeaponsOpen = false; //grabbing the info for the player xmlPath = Application.dataPath + "/external_data/player/player_info.xml"; xmlDoc = new XmlDocument(); xmlDoc.Load(xmlPath); //get the info node XmlNode infoNode = xmlDoc.GetElementsByTagName("info")[0]; money = int.Parse(infoNode["money"].InnerXml); curLevel = int.Parse(infoNode ["cur_level"].InnerXml); //get the store node XmlNode storeNode = xmlDoc.GetElementsByTagName("store")[0]; storeIsAvailable = bool.Parse(storeNode ["unlocked"].InnerXml); //go through each unit and make a deck if it is player controlled XmlNodeList unitNodes = xmlDoc.GetElementsByTagName("unit"); foreach (XmlNode node in unitNodes) { if (bool.Parse(node ["currently_active"].InnerXml)) { DBDeck deck = new DBDeck(node, decks.Count); decks.Add(deck); //and make a button for it DBManagerInterface.instance.getDeckButtonGO().activate(deck); } } //make a special deck of unused cards unusedCardsDeck = new DBDeck(Application.dataPath + "/external_data/player/unused_cards.txt", decks.Count); decks.Add(unusedCardsDeck); DBManagerInterface.instance.getDeckButtonGO().activate(unusedCardsDeck); //gather up all of the unused charms unusedWeaponsListPath = Application.dataPath + "/external_data/player/unused_weapons.txt"; string charmText = File.ReadAllText(unusedWeaponsListPath); string[] charmLines = charmText.Split('\n'); for (int i = 0; i < charmLines.Length; i++) { if (charmLines [i].Length > 2) { Debug.Log("load " + charmLines [i]); Charm thisCharm = CharmManager.instance.getCharmFromIdName(charmLines [i]); thisCharm.setup(null, false, charmLines [i]); unusedCharms.Add(thisCharm); } } }
//saves changes to active deck and goes back public void saveChanges() { unusedCardsOpen = false; unusedWeaponsOpen = false; money -= activeDeck.getCurrentSaveCost(); unusedCardsDeck.removeCards(activeDeck.cardsToAdd); if (activeDeck.weaponToAdd != null) { unusedCharms.Remove(activeDeck.weaponToAdd); } if (activeDeck.charmToAdd != null) { unusedCharms.Remove(activeDeck.charmToAdd); } activeDeck.saveChanges(); activeDeck.setAsInactive(); activeDeck = null; //set the money XmlNode infoNode = xmlDoc.GetElementsByTagName("info")[0]; infoNode ["money"].InnerXml = money.ToString(); //remove the unit nodes XmlNodeList unitNodes = xmlDoc.GetElementsByTagName("unit"); foreach (XmlNode node in unitNodes) { //xmlDoc.RemoveChild(node); node.ParentNode.RemoveChild(node); } //replace the unit nodes with the current info //shoving it at the end XmlNode mainNode = xmlDoc.GetElementsByTagName("player")[0]; //Debug.Log (mainNode.InnerXml); string xmlText = ""; for (int i = 0; i < decks.Count; i++) { if (decks [i] != unusedCardsDeck) { xmlText += decks [i].getXML(); } } mainNode.InnerXml += xmlText; xmlDoc.Save(xmlPath); //and have each deck update their text file for (int i = 0; i < decks.Count; i++) { decks [i].saveDeckFile(); } //and update the unsued charm file string[] charmLines = new string[unusedCharms.Count]; for (int i = 0; i < unusedCharms.Count; i++) { charmLines [i] = unusedCharms [i].idName; } /* * * //go ahead and create the xml for all of the player's info * string xmlText = ""; * xmlText += "<player>\n"; * * xmlText += "<info>\n"; * xmlText += "<money>" + money + "</money>\n"; * xmlText += "<cur_level>" + curLevel + "</cur_level>\n"; * xmlText += "<cur_level>" + curLevel + "</cur_level>\n"; * xmlText += "<cur_level>" + curLevel + "</cur_level>\n"; * xmlText += "</info>\n"; * * for (int i = 0; i < decks.Count; i++) { * if (decks [i] != unusedCardsDeck) { * xmlText += decks [i].getXML (); * } * } * * xmlText += "</player>"; * * XmlDocument saveDoc = new XmlDocument (); * saveDoc.InnerXml = xmlText; * saveDoc.Save(xmlPath); * * //and have each deck update their text file * for (int i = 0; i < decks.Count; i++) { * decks [i].saveDeckFile (); * } * * //and update the unsued charm file * string[] charmLines = new string[unusedCharms.Count]; * for (int i = 0; i < unusedCharms.Count; i++) { * charmLines [i] = unusedCharms [i].idName; * } * * File.WriteAllLines(unusedWeaponsListPath, charmLines); */ }
//selects a deck for viewing/editting public void setDeckActive(DBDeck deck) { activeDeck = deck; activeDeck.setAsActive(); }
public void clickDeck(DBDeck deck) { manager.setDeckActive(deck); }