// Use this for initialization void Start() { newPlayer.PlayerLevel = 1; WDB = Resources.Load("WeaponDB") as ISWeaponDatabase; ADB = Resources.Load("ArmorDB") as ISArmorDatabase; }
public void OnEnable() { if (db == null) { db = ISArmorDatabase.GetDatabase <ISArmorDatabase> (dbPath, dbName); } }
public void OnEnable() { if (Database == null) { Database = ISArmorDatabase.GetDatabase <ISArmorDatabase> (DATABASE_PATH, DatabaseName); } }
void Awake() { PDB = Resources.Load("PotionDB") as ISPotionDatabase; WDB = Resources.Load("WeaponDB") as ISWeaponDatabase; ADB = Resources.Load("ArmorDB") as ISArmorDatabase; _Animator = GetComponent <Animator> (); W_ItemID = Random.Range(0, WDB.Count); A_ItemID = Random.Range(0, ADB.Count); P_ItemID = Random.Range(0, PDB.Count); _Animator.SetBool("_Open", PlayerUIManager.loot_enabled); }
public void Start() { //Upon Game Start Initilaizes the Databases PDB = Resources.Load("PotionDB") as ISPotionDatabase; WDB = Resources.Load("WeaponDB") as ISWeaponDatabase; ADB = Resources.Load("ArmorDB") as ISArmorDatabase; // if (!AlphaMenu.NewGame & !AlphaMenu.HaveLoaded) { // GameInformation.Max_Expertise_Points = 1000; // GameInformation.InventoryArmors = new List<Armor> (); // GameInformation.InventoryWeapons = new List<Weapon> (); // GameInformation.InventoryPotions = new List<Potion> (); // GameInformation.Inv_A_T = 0; // GameInformation.Stat_Points = 100; // GameInformation.RequiredXP = 100; // GameInformation.PlayerLevel = 1; // GameInformation.PlayerName = "Tester Kyun"; // for (int cnt = 0; cnt < 3; cnt++) { // ISWeapon isw = WDB.Get (cnt); // Weapon myweapon = new Weapon (); // myweapon.ItemID = cnt; // myweapon.Name = isw.Name; // myweapon.Burden = isw.ISBurden; // myweapon.Equipment_Slot = isw.EquipmentSlot; // myweapon.Min_Damage = isw.MinDamage; // myweapon.Durability = isw.Durability; // myweapon.Max_Durability = isw.MaxDurability; // myweapon.Value = isw.ISValue; // myweapon.Equipment_Element = isw.EQElement; // myweapon.Equipment_Type = isw.EquipmentType; // myweapon.Equipment_Range = isw.EquipmentRange; // GameInformation.InventoryWeapons.Add (myweapon); // } // } }
void OnEnable() { //Primary Databases if(_commonItemDatabase == null) { _commonItemDatabase = ISObjectDatabase.GetDatabase<ISObjectDatabase>(DATABASE_FOLDER_NAME, COMMON_ITEMS_DATABASE_FILE_NAME); } if(_weaponDatabase == null) { _weaponDatabase = ISWeaponDatabase.GetDatabase<ISWeaponDatabase>(DATABASE_FOLDER_NAME, WEAPON_DATABASE_FILE_NAME); } if(_armorDatabase == null) { _armorDatabase = ISArmorDatabase.GetDatabase<ISArmorDatabase>(DATABASE_FOLDER_NAME, ARMOR_DATABASE_FILE_NAME); } //Prerequisite Databases if(_qualityDatabase == null) { _qualityDatabase = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_FOLDER_NAME, QUALITY_DATABASE_FILE_NAME); } if(_weaponTypeDatabase == null) { _weaponTypeDatabase = ISWeaponTypeDatabase.GetDatabase<ISWeaponTypeDatabase>(DATABASE_FOLDER_NAME, WEAPON_TYPE_DATABASE_FILE_NAME); } if(_attackTypeDatabase == null) { _attackTypeDatabase = ISAttackTypeDatabase.GetDatabase<ISAttackTypeDatabase>(DATABASE_FOLDER_NAME, ATTACK_TYPE_DATABASE_FILE_NAME); } if(_armorTypeDatabase == null) { _armorTypeDatabase = ISArmorTypeDatabase.GetDatabase<ISArmorTypeDatabase>(DATABASE_FOLDER_NAME, ARMOR_TYPE_DATABASE_FILE_NAME); } if(_armorLocationDatabase == null) { _armorLocationDatabase = ISArmorLocationDatabase.GetDatabase<ISArmorLocationDatabase>(DATABASE_FOLDER_NAME, ARMOR_LOCATION_DATABASE_FILE_NAME); } LoadPrereqDatabaseOptions (); }