コード例 #1
0
        public ActionResult Index()
        {
            var viewModel = new List <ProgressionData>();

            // Randomize data
            var rnd = new Random();

            for (int i = 0; i < 100; i++)
            {
                var model = new ProgressionData()
                {
                    Total    = rnd.Next(1000, 10000),
                    Progress = new List <int>()
                };

                for (int j = 0; j < 5; j++)
                {
                    model.Progress.Add(rnd.Next(0, model.Total + 1));
                }

                viewModel.Add(model);
            }

            return(View(viewModel));
        }
コード例 #2
0
            public static bool Prefix([NotNull] LevelUpState state, [NotNull] UnitDescriptor unit, [NotNull] BlueprintProgression progression)
            {
                if (!settings.toggleMulticlass)
                {
                    return(false);
                }
                ProgressionData progressionData = unit.Progression.SureProgressionData(progression);
                int             level           = progressionData.Level;
                int             nextLevel       = progressionData.Blueprint.CalcLevel(unit);

                // TODO - this is from the mod but we need to figure out if max level 20 still makes sense with mythic levels
                // int maxLevel = 20 // unit.Progression.CharacterLevel;
                // if (nextLevel > maxLevel)
                //     nextLevel = maxLevel;
                progressionData.Level = nextLevel;
                if (level >= nextLevel || (UnityEngine.Object)progression.ExclusiveProgression != (UnityEngine.Object)null && (UnityEngine.Object)state.SelectedClass != (UnityEngine.Object)progression.ExclusiveProgression)
                {
                    return(false);
                }
                if (!progression.GiveFeaturesForPreviousLevels)
                {
                    level = nextLevel - 1;
                }
                for (int i = level + 1; i <= nextLevel; ++i)
                {
                    if (!AllowProceed(progression))
                    {
                        break;
                    }
                    LevelEntry levelEntry = progressionData.GetLevelEntry(i);
                    LevelUpHelper.AddFeaturesFromProgression(state, unit, levelEntry.Features, (FeatureSource)progression, i);
                }
                return(false);
            }
コード例 #3
0
 static void Prefix(LevelUpState state, UnitDescriptor unit, BlueprintProgression progression)
 {
     if (IsAvailable())
     {
         ProgressionData progressionData = unit.Progression.SureProgressionData(progression);
         int             nextLevel       = progressionData.Blueprint.CalcLevel(unit);
         Core.Debug($" - {nameof(LevelUpHelper)}.{nameof(LevelUpHelper.UpdateProgression)}({state.SelectedClass}[{state.NextClassLevel}], {unit}, {progression}) - NextLevel: {nextLevel}");
     }
 }
コード例 #4
0
    void Start()
    {
        animator = GetComponent <Animator>();
        ProgressionData data = SaveSystem.LoadProgression();

        LevelInfos.levelProgression = data.levelsCleared;
        worldNumber = 0;
        UpdateLevelProgressionUI();
    }
コード例 #5
0
ファイル: SaveSystem.cs プロジェクト: antoinetb12/Jeu
    public static void SaveProgression(List <string> personnagesNames, int niveauAtteint)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        string          path      = Application.persistentDataPath + "/gamesInfo.fun";
        FileStream      stream    = new FileStream(path, FileMode.Create);
        ProgressionData data      = new ProgressionData(personnagesNames, niveauAtteint);

        formatter.Serialize(stream, data);
        stream.Close();
    }
コード例 #6
0
        private void Start()
        {
            ProgressionData data = PlayerInfo.GetPlayer().GetComponent <ProgressionData>();

            foreach (Stage stage in stages)
            {
                stage.SetActiveState(stage.number <= data.ReachedStage);
                stage.onSelect += ChangeSelection;
            }
        }
コード例 #7
0
    public static void SaveProgression()
    {
        BinaryFormatter formatter       = new BinaryFormatter();
        string          path            = Path.Combine(Application.persistentDataPath, "progression.ff");
        FileStream      stream          = new FileStream(path, FileMode.Create);
        ProgressionData progressionData = new ProgressionData();

        formatter.Serialize(stream, progressionData);
        stream.Close();
    }
コード例 #8
0
        private void OverallProgressBarPaint(object sender, PaintEventArgs e)
        {
            if (ProgressionData != null)
            {
                BufferedGraphicsContext Current   = BufferedGraphicsManager.Current;
                BufferedGraphics        Offscreen = Current.Allocate(e.Graphics, OverallProgressBar.ClientRectangle);

                ProgressionData.DrawOverallProgressBar(Offscreen.Graphics, OverallProgressBar.ClientRectangle);

                // Copy the offscreen buffer to the screen
                Offscreen.Render();
                Offscreen.Dispose();
            }
        }
コード例 #9
0
    public void LoadProgress()
    {
        ProgressionData data = SaveSystem.LoadProgression();

        if (data != null)                                                   //If there's something to load
        {
            for (int i = 0; i < data.levelsCleared.Length; i++)
            {
                LevelInfos.levelProgression[i] = data.levelsCleared[i];
            }
        }
        else
        {
            LevelInfos.levelProgression = new bool[10];
        }
    }
コード例 #10
0
    public static ProgressionData LoadProgression()
    {
        string path = Path.Combine(Application.persistentDataPath, "progression.ff");

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      stream    = new FileStream(path, FileMode.Open);
            ProgressionData data      = (ProgressionData)formatter.Deserialize(stream);
            stream.Close();
            return(data);
        }
        else
        {
            return(null);
        }
    }
コード例 #11
0
ファイル: SaveSystem.cs プロジェクト: antoinetb12/Jeu
    public static ProgressionData LoadProgression()
    {
        string path = Application.persistentDataPath + "/gamesInfo.fun";

        Debug.Log("load ici : " + path);

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();
            FileStream      stream    = new FileStream(path, FileMode.Open);
            ProgressionData data      = formatter.Deserialize(stream) as ProgressionData;
            stream.Close();
            return(data);
        }
        else
        {
            return(null);
        }
    }
コード例 #12
0
    public void loadSave()
    {
        ProgressionData   data         = SaveSystem.LoadProgression();
        List <GameObject> joueurChoisi = new List <GameObject>();

        if (data != null)
        {
            foreach (string nom in data.personnages)
            {
                joueurChoisi.Add(findJoueur(nom));
            }
        }
        else
        {
            joueurChoisi.Add(findJoueur("j1"));
        }

        initGame(joueurChoisi);
    }
コード例 #13
0
    public static void SaveProgression(string zoneName)
    {
        if (savePath != "" && savePath != null)
        {
            BinaryFormatter formatter = new BinaryFormatter();
            //string path = savePath + zoneDataFileNamePrefixe + zoneName + zoneSaveFileExtension;
            string path = Path.Combine(savePath, zoneDataFileNamePrefixe + zoneName + zoneSaveFileExtension);

            FileStream stream = new FileStream(path, FileMode.Create);

            ZoneData zoneData = new ZoneData();
            formatter.Serialize(stream, zoneData);
            stream.Close();

            //Debug.Log("Player saved in " + path);
        }
        else
        {
            Debug.LogError("The savePath has not been set");
        }

        if (savePath != "" && savePath != null)
        {
            BinaryFormatter formatter = new BinaryFormatter();
            //string path = savePath + progressionDataSaveFileName + progressionSaveFileExtension;
            string path = Path.Combine(savePath, progressionDataSaveFileName + progressionSaveFileExtension);

            FileStream stream = new FileStream(path, FileMode.Create);

            ProgressionData progressionData = new ProgressionData(GameManager.currentStoryStep);
            formatter.Serialize(stream, progressionData);
            stream.Close();

            //Debug.Log("Player saved in " + path);
        }
        else
        {
            Debug.LogError("The savePath has not been set");
        }
    }
コード例 #14
0
            public static bool Prefix(ref ProgressionData __instance)
            {
                if (!ModSettings.enableSuperPet)
                {
                    return(true);
                }
                if (__instance.Archetypes.Count <= 0)
                {
                    __instance.LevelEntries = __instance.Blueprint.LevelEntries;
                    return(false);
                }
                List <LevelEntry> list = new List <LevelEntry>();

                for (int i = 1; i <= RankToLevel[RankToLevel.Length - 1]; i++)
                {
                    List <BlueprintFeatureBase> list2 = new List <BlueprintFeatureBase>(__instance.Blueprint.GetLevelEntry(i).Features);
                    foreach (BlueprintArchetype blueprintArchetype in __instance.Archetypes)
                    {
                        foreach (BlueprintFeatureBase item in blueprintArchetype.GetRemoveEntry(i).Features)
                        {
                            list2.Remove(item);
                        }
                        list2.AddRange(blueprintArchetype.GetAddEntry(i).Features);
                    }
                    if (list2.Count > 0)
                    {
                        list.Add(new LevelEntry
                        {
                            Features = list2,
                            Level    = i
                        });
                    }
                }
                __instance.LevelEntries = list.ToArray();
                return(false);
            }
コード例 #15
0
    public static ProgressionData LoadProgression()
    {
        //string path = savePath + progressionDataSaveFileName + progressionSaveFileExtension;
        string path = Path.Combine(savePath, progressionDataSaveFileName + progressionSaveFileExtension);

        if (File.Exists(path))
        {
            BinaryFormatter formatter = new BinaryFormatter();

            FileStream stream = new FileStream(path, FileMode.Open);

            ProgressionData progressionData = formatter.Deserialize(stream) as ProgressionData;
            stream.Close();

            //Debug.Log("PLayer loaded from " + path);

            return(progressionData);
        }
        else
        {
            Debug.LogWarning("Save file not found in " + path);
            return(null);
        }
    }
コード例 #16
0
    public static void LoadProgression()
    {
        ZoneData zoneData = SaveSystem.LoadZone(currentZoneName);

        if (zoneData != null)
        {
            for (int i = 0; i < LevelManager.allZoneSwitchs.Count; i++)
            {
                LevelManager.allZoneSwitchs[i].isOn = zoneData.switchStates[i];
            }

            for (int i = 0; i < LevelManager.allZoneEnemies.Count; i++)
            {
                if (!zoneData.enemyStates[i])
                {
                    Destroy(LevelManager.allZoneEnemies[i].gameObject);
                }
            }

            for (int i = 0; i < LevelManager.allZoneCheckPoints.Count; i++)
            {
                if (LevelManager.allZoneCheckPoints[i].checkPointNumber == zoneData.lastCheckPointIndex)
                {
                    GameData.player.transform.position     = LevelManager.allZoneCheckPoints[i].transform.position;
                    GameData.mainCamera.transform.position = LevelManager.allZoneCheckPoints[i].transform.position;
                }
            }
        }

        ProgressionData progressionData = SaveSystem.LoadProgression();

        if (progressionData != null)
        {
            currentStoryStep = progressionData.currentStoryStep;
        }
    }