コード例 #1
0
    void Update()
    {
        if (GetComponent <Canvas>().enabled&& doUpdate)
        {
            activeContracts = PlayerContracts.GetActiveContractsList();
            ShowContracts();
            doUpdate = false;
        }
        else if (!GetComponent <Canvas>().enabled&& !doUpdate)
        {
            doUpdate = true;

            for (int i = contractsToRemove.Count - 1; i >= 0; i--)
            {
                activeContracts.RemoveAt(contractsToRemove[i]);
            }
            contractsToRemove.Clear();
            PlayerContracts.SetActiveContractsList(activeContracts);
        }
    }
コード例 #2
0
    public static void Load()
    {
        if (File.Exists(Application.persistentDataPath + folderPath + currentSaveSlot + saveSlotStrings[currentSaveSlot - 1]))
        {
            // Debug.Log("Loading...");

            BinaryFormatter data     = new BinaryFormatter();
            FileStream      file     = File.Open(Application.persistentDataPath + folderPath + currentSaveSlot + saveSlotStrings[currentSaveSlot - 1], FileMode.Open);
            SaveableData    loadData = (SaveableData)data.Deserialize(file);
            file.Close();

            //-----------------------Loading Data---------------------------------
            PlayerTools.SetOwnedToolsList(loadData.ownedTools);
            PlayerTools.SetCurrentlyEquippedTool(loadData.currentlyEquippedTool.GetToolName());
            ToolManager.EquipTool(PlayerTools.GetCurrentlyEquippedToolIndex());

            PlayerSkills.SetEfficiencySkill(loadData.efficiencySkill);
            PlayerSkills.SetContractsSkill(loadData.contractsSkill);
            PlayerSkills.SetCurrencySkill(loadData.currencySkill);
            PlayerSkills.SetEnergySkill(loadData.energySkill);
            PlayerSkills.SetBuildingMaterialsSkill(loadData.buildingMaterialsSkill);
            PlayerSkills.SetToolPartsSkill(loadData.toolPartsSkill);
            PlayerSkills.SetBookPagesSkill(loadData.bookPagesSkill);
            PlayerSkills.SetLumberTreesSkill(loadData.lumberTreesSkill);
            PlayerSkills.SetLumberLogsSkill(loadData.lumberLogsSkill);
            PlayerSkills.SetLumberFirewoodSkill(loadData.lumberFirewoodSkill);

            PlayerRooms.SetBedRoom(loadData.bedRoom);
            PlayerRooms.SetKitchenRoom(loadData.kitchenRoom);
            PlayerRooms.SetOfficeRoom(loadData.officeRoom);
            PlayerRooms.SetStudyRoom(loadData.studyRoom);
            PlayerRooms.SetWorkshopRoom(loadData.workshopRoom);

            PlayerAdditions.SetCoffeeMakerAddition(loadData.coffeeMakerAddition);
            PlayerAdditions.SetFireplaceAddition(loadData.fireplaceAddition);
            PlayerAdditions.SetFrontPorchAddition(loadData.frontPorchAddition);
            PlayerAdditions.SetWoodworkingBenchAddition(loadData.woodworkingBenchAddition);

            PlayerContracts.SetActiveContractsList(loadData.activeContracts);
            AvailableContracts.SetAvailableContracts(loadData.availableContracts);
            AvailableContracts.SetContractsToRemove(loadData.availableContractsToRemove);


            TimeManager.SetDidDailyGeneration(loadData.didDailyGeneration);
            AvailableContracts.SetAverageContractDifficulty(loadData.averageContractDifficulty);
            AvailableContracts.SetPastGeneratedContractDifficulties(loadData.pastGeneratedContractDifficulties);

            PlayerEnergy.SetCurrentEnergyValue(loadData.currentEnergy);

            PlayerResources.SetCurrentCurrencyValue(loadData.currentCurrency);
            PlayerResources.SetCurrentBuildingMaterialsValue(loadData.currentBuildingMaterials);
            PlayerResources.SetCurrentToolPartsValue(loadData.currentToolParts);
            PlayerResources.SetCurrentBookPagesValue(loadData.currentBookPages);

            HomesteadStockpile.SetAllTreesCount(loadData.homesteadTreesCount);
            HomesteadStockpile.SetAllLogsCount(loadData.homesteadLogsCount);
            HomesteadStockpile.SetAllFirewoodCount(loadData.homesteadFirewoodCount);

            TimeManager.SetCurrentTime(loadData.currentTime);

            MainMenu.SetSceneToLoad(loadData.lastSceneName);
            float[] spawnHolder = loadData.lastSceneSpawnLocation;
            MainMenu.SetLocationToSpawn(new Vector3(spawnHolder[0], spawnHolder[1], spawnHolder[2]));
            //-----------------------Done Loading----------------------------------
        }
        else
        {
            Save();
        }
    }
コード例 #3
0
    public void ExecuteCommand()
    {
        command      = commandDropdown.options[commandDropdown.value].text;
        commandValue = int.Parse(commandInputField.text);
        if (secondaryCommmandInputField.text.Length != 0)
        {
            secondaryCommandValue = int.Parse(secondaryCommmandInputField.text);
        }

        Debug.Log("Command: " + command);
        Debug.Log("Value: " + commandValue);

        switch (command)
        {
        case "Currency Value":
            PlayerResources.SetCurrentCurrencyValue(commandValue);
            break;

        case "Energy Value":
            PlayerEnergy.SetCurrentEnergyValue(commandValue);
            break;

        case "Building Materials Value":
            PlayerResources.SetCurrentBuildingMaterialsValue(commandValue);
            break;

        case "Tool Parts Value":
            PlayerResources.SetCurrentToolPartsValue(commandValue);
            break;

        case "Book Pages Value":
            PlayerResources.SetCurrentBookPagesValue(commandValue);
            break;


        case "Active Contracts Tier":
            PlayerSkills.SetCurrentContractsTier(commandValue);
            break;

        case "Currency Tier":
            PlayerSkills.SetCurrentCurrencyTier(commandValue);
            break;

        case "Efficiency Tier":
            PlayerSkills.SetCurrentEfficiencyTier(commandValue);
            break;

        case "Energy Tier":
            PlayerSkills.SetCurrentEnergyTier(commandValue);
            break;

        case "Building Materials Tier":
            PlayerSkills.SetCurrentBuildingMaterialsTier(commandValue);
            break;

        case "Tool Parts Tier":
            PlayerSkills.SetCurrentToolPartsTier(commandValue);
            break;

        case "Book Pages Tier":
            PlayerSkills.SetCurrentBookPagesTier(commandValue);
            break;


        case "Felling Axe Tier":
            PlayerTools.GetToolByName(ToolName.FELLING_AXE).SetCurrentTier(commandValue);
            break;

        case "Crosscut Saw Tier":
            PlayerTools.GetToolByName(ToolName.CROSSCUT_SAW).SetCurrentTier(commandValue);
            break;

        case "Splitting Axe Tier":
            PlayerTools.GetToolByName(ToolName.SPLITTING_AXE).SetCurrentTier(commandValue);
            break;


        case "Bedroom Tier":
            PlayerRooms.SetBedRoomTier(commandValue);
            break;

        case "Kitchen Tier":
            PlayerRooms.SetKitchenRoomTier(commandValue);
            break;

        case "Office Tier":
            PlayerRooms.SetOfficeRoomTier(commandValue);
            break;

        case "Study Tier":
            PlayerRooms.SetStudyRoomTier(commandValue);
            break;

        case "Workshop Tier":
            PlayerRooms.SetWorkshopRoomTier(commandValue);
            break;


        case "Lumber Trees Value":
            HomesteadStockpile.SetTreesCountAtIndex(secondaryCommandValue, commandValue);
            break;

        case "Lumber Logs Value":
            HomesteadStockpile.SetLogsCountAtIndex(secondaryCommandValue, commandValue);
            break;

        case "Lumber Firewood Value":
            HomesteadStockpile.SetFirewoodCountAtIndex(secondaryCommandValue, commandValue);
            break;


        case "Lumber Trees Tier":
            PlayerSkills.SetCurrentLumberTreesTier(commandValue);
            break;

        case "Lumber Logs Tier":
            PlayerSkills.SetCurrentLumberLogsTier(commandValue);
            break;

        case "Lumber Firewood Tier":
            PlayerSkills.SetCurrentLumberFirewoodTier(commandValue);
            break;


        case "Skip To Time":
            TimeManager.SetCurrentTime((float)commandValue);
            break;

        case "Clear Active Contracts":
            PlayerContracts.SetActiveContractsList(new List <LumberContract>());
            break;

        case "Clear Available Contracts":
            AvailableContracts.SetAvailableContracts(new List <LumberContract>());
            break;
        }
    }