コード例 #1
0
    public SessionData()
    {
        //DataStore.InitData() has already been called at this point to load data
        difficulty               = Difficulty.NotSet;
        threatLevel              = addtlThreat = 0;
        allyRules                = AllyRules.Normal;
        optionalDeployment       = YesNo.No;
        allyThreatCost           = YesNo.No;
        selectedMissionExpansion = Expansion.Core;
        selectedMissionID        = "core1";
        selectedMissionName      = DataStore.missionCards["Core"][0].name;
        includeImperials         = true;
        includeMercs             = true;

        selectedDeploymentCards = new DeploymentCards[5];
        for (int i = 0; i < 5; i++)
        {
            selectedDeploymentCards[i] = new DeploymentCards();
        }
        selectedAlly = null;

        //ignore "Other" expansion enemy groups by default
        selectedDeploymentCards[3].cards.AddRange(DataStore.deploymentCards.cards.Where(x => x.expansion == "Other"));
        gameVars = new GameVars();
    }
コード例 #2
0
    public static void LoadTranslatedData()
    {
        try
        {
            string[]  expansions = Enum.GetNames(typeof(Expansion));
            TextAsset json;
            missionCards = new Dictionary <string, List <MissionCard> >();
            //load mission card DATA
            foreach (string expansion in expansions)
            {
                json = Resources.Load <TextAsset>($"MissionData/{expansion}");
                if (json != null)
                {
                    var cards = JsonConvert.DeserializeObject <List <MissionCard> >(json.text);
                    missionCards.Add(expansion, cards);
                }
            }

            //load card DATA
            deploymentCards = LoadCards("enemies");
            allyCards       = LoadCards("allies");
            villainCards    = LoadCards("villains");
            heroCards       = LoadCards("heroes");

            //events, activation instructions, bonus effects
            cardEvents             = LoadEvents();
            activationInstructions = LoadInstructions();
            bonusEffects           = LoadBonusEffects();
            //ui
            uiLanguage = LoadUILanguage();
            uiLanguage.uiDeploymentGroups = LoadDeploymentCardTranslations();
            LoadMissionCardTranslations();

            //assign translations to card data
            SetCardTranslations(deploymentCards.cards);
            SetCardTranslations(allyCards.cards);
            SetCardTranslations(villainCards.cards);
            SetCardTranslations(heroCards.cards);

            Debug.Log("Loaded Language: " + languageCodeList[languageCode]);
        }
        catch (Exception e)
        {
            Debug.Log($"LoadTranslatedData() ERROR:\r\nError parsing data");
            Debug.Log(e);
            //default to English so app loads correctly next time
            languageCode = 0;
            PlayerPrefs.SetInt("language", 0);
            PlayerPrefs.Save();
        }
    }
コード例 #3
0
    public void OnChangeExpansion(string expansion)
    {
        EventSystem.current.SetSelectedGameObject(null);
        Enum.TryParse(expansion, out selectedExpansion);

        cardPrefab.gameObject.SetActive(false);
        foreach (Transform c in transform)
        {
            c.gameObject.SetActive(false);
            c.GetComponent <Toggle>().isOn         = false;
            c.GetComponent <Toggle>().interactable = true;
        }

        //0=starting, 1=reserved, 2=villains, 3=ignored
        if (groupIndex == 0 || groupIndex == 1)
        {
            deploymentCards = new DeploymentCards()
            {
                cards = DataStore.deploymentCards.cards.Concat(DataStore.villainCards.cards).ToList()
            };
        }
        else if (groupIndex == 2)
        {
            deploymentCards = DataStore.villainCards;
        }
        else if (groupIndex == 3)
        {
            deploymentCards = DataStore.deploymentCards;
        }

        CardDescriptor custom = new CardDescriptor()
        {
            cost = 0, expansion = "Other", name = "Custom Group", faction = "None", id = "DG070", ignored = "", priority = 2, rcost = 0, size = 1, tier = 1
        };

        enemyCards = deploymentCards.cards.Where(x => x.expansion == expansion).ToList();
        if (expansion == "Other")
        {
            enemyCards.Add(custom);
        }
        DeploymentCards prevSelected = DataStore.sessionData.selectedDeploymentCards[groupIndex];

        Sprite thumbNail = null;

        for (int i = 0; i < enemyCards.Count; i++)
        {
            var child = transform.GetChild(i);
            //switch on if previously selected
            //do it while Toggle is INACTIVE so OnToggle code doesn't run
            if (prevSelected.cards.Contains(enemyCards[i]))
            {
                buttonToggles[i].isOn = true;
            }
            child.gameObject.SetActive(true);              //re-enable the Toggle

            var id = int.Parse(enemyCards[i].id.Substring(2).TrimStart('0'));
            if (id <= 70)              //groupIndex != 2 )//if NOT villains
            {
                thumbNail = Resources.Load <Sprite>($"Cards/Enemies/{selectedExpansion}/{enemyCards[i].id.Replace( "DG", "M" )}");
            }
            else            //villain thumb directory
            {
                thumbNail = Resources.Load <Sprite>($"Cards/Villains/{enemyCards[i].id.Replace( "DG", "M" )}");
            }

            //set the thumbnail texture
            var thumb = child.Find("Image");
            thumb.GetComponent <Image>().sprite = thumbNail;
            if (enemyCards[i].isElite || id > 70)
            {
                thumb.GetComponent <Image>().color = new Color(1, .5f, .5f, 1);
            }
            else
            {
                thumb.GetComponent <Image>().color = new Color(1, 1, 1, 1);
            }

            //if an enemy is already in another group index (Initial, Reserved, etc), disable the toggle so the enemy can't be added to 2 different groups
            //ie: can't put same enemy into both Initial and Reserved
            if (IsInGroup(enemyCards[i]))
            {
                buttonToggles[i].interactable = false;
                if (!enemyCards[i].isElite)
                {
                    thumb.GetComponent <Image>().color = new Color(1, 1, 1, .35f);
                }
                else
                {
                    thumb.GetComponent <Image>().color = new Color(1, .5f, .5f, .35f);
                }
            }
        }

        expansionController.UpdateText((int)selectedExpansion, buttonToggles.Count(x => x.isOn));
    }
コード例 #4
0
    public void OnReturnTo()
    {
        EventSystem.current.SetSelectedGameObject(null);
        cg.DOFade(1, .5f);

        //if we just restored a saved default, make sure the expansion from the saved mission is still "owned" (excluding "Other" expansion)
        if (DataStore.sessionData.selectedMissionExpansion == Expansion.Other || DataStore.ownedExpansions.Contains(DataStore.sessionData.selectedMissionExpansion))
        {
            //handle selected mission
            string n = DataStore.sessionData.selectedMissionID;
            //restoring defaults calls this method
            //langauge may have been changed since saving the defaults
            //instead of relying on the saved mission NAME (possibly wrong language), lookup current translated name using the saved id
            var c = DataStore.missionCards[DataStore.sessionData.selectedMissionExpansion.ToString()].Where(x => x.id.ToLower() == n.ToLower()).FirstOr(new MissionCard {
                name = ""
            });

            selectedMissionText.text = c.name.ToLower();
        }
        else
        {
            //loaded expansions is no longer in OWNED list, reset to core1, mission 1
            DataStore.sessionData.selectedMissionID        = "core1";
            DataStore.sessionData.selectedMissionName      = DataStore.missionCards["Core"][0].name;
            DataStore.sessionData.selectedMissionExpansion = Expansion.Core;

            var c = DataStore.missionCards["Core"][0];
            selectedMissionText.text = c.name.ToLower();
        }

        selectedMissionText.transform.Find("view Button").GetComponent <Button>().interactable         = true;
        selectedMissionText.transform.Find("mission info button").GetComponent <Button>().interactable = true;

        //handle selected enemy groups
        for (int i = 0; i < 4; i++)
        {
            //only the first 4 DeploymentCards
            //index 4 contains heroes
            DeploymentCards selectedCards = DataStore.sessionData.selectedDeploymentCards[i];
            if (selectedCards.cards.Count > 0)
            {
                enemyGroupText[i].text = selectedCards.cards.Count + " " + DataStore.uiLanguage.uiSetup.selected;
            }
            else
            {
                enemyGroupText[i].text = DataStore.uiLanguage.uiSetup.choose;
            }
        }

        //handle selected heroes
        for (int i = 0; i < 4; i++)
        {
            heroMetas[i].gameObject.SetActive(false);
        }
        addHeroButton.interactable = DataStore.sessionData.MissionHeroes.Count < 4;

        int idx = 0;

        foreach (CardDescriptor dc in DataStore.sessionData.MissionHeroes)
        {
            //add thumbnail
            heroMetas[idx].gameObject.SetActive(true);
            heroMetas[idx].allyName          = dc.name;
            heroMetas[idx].id                = dc.id;
            heroMetas[idx].allySprite.sprite = Resources.Load <Sprite>($"Cards/Heroes/{dc.id}");
            idx++;
        }
        ColorBlock cb = addHeroButton.colors;

        if (DataStore.sessionData.MissionHeroes.Count > 0)
        {
            cb.normalColor = new Color(0, 0.6440244f, 1, 1);
        }
        else
        {
            cb.normalColor = new Color(1, 0.1568628f, 0, 1);
        }
        addHeroButton.colors = cb;

        //handle selected ally
        if (DataStore.sessionData.selectedAlly != null)
        {
            addAllyButton.SetActive(false);
            allyImage.gameObject.SetActive(true);
            allyImage.sprite = Resources.Load <Sprite>($"Cards/Allies/{DataStore.sessionData.selectedAlly.id.Replace( "A", "M" )}");
        }
        else
        {
            addAllyButton.SetActive(true);
            allyImage.gameObject.SetActive(false);
        }
    }