private void MapWithPushpins_MouseDoubleClick(object sender, MouseButtonEventArgs e) { // Disables the default mouse double-click action. e.Handled = true; // Determin the location to place the pushpin at on the map. //Get the mouse click coordinates var mousePosition = e.GetPosition(this); mousePosition.X -= myMap.Margin.Left; //Convert the mouse coordinates to a locatoin on the map var pinLocation = myMap.ViewportPointToLocation(mousePosition); // The pushpin to add to the map. Pushpin pin = new Pushpin(); pin.Location = pinLocation; pushPins.Add(pin); Relic myStart = new Relic("Start", pin.Location.Latitude, pin.Location.Longitude); myTrip.Add(myStart); //comboBox1.Items.Add(myStart.Name); // Adds the pushpin to the map. myMap.Children.Add(pin); }
public void Equip(Relic relic, RelicSlot slot) { var previousSlot = FindContainingSlot(relic); if (previousSlot != null) { if (!slot.IsEmpty) { var temp = previousSlot.Relic; previousSlot.Equip(slot.Relic); slot.Equip(temp); return; } Unequip(relic); } if (!slot.IsEmpty) { Unequip(slot.Relic); } relic.Owner = gameObject; relic.Equip(); slot.Equip(relic); Equipped?.Invoke(this, relic); }
public void Unlock(Relic relic) { relic.Owner = gameObject; Available.Add(relic); Unlocked?.Invoke(this, relic); }
public void Unequip(Relic relic) { relic.Unequip(); FindContainingSlot(relic)?.Unequip(); Unequipped?.Invoke(this, relic); }
public void Initialize(Relic relic) { Cleanup(); Relic = relic; Relic.Unequipped += OnRelicUnequipped; Relic.Equipped += OnRelicEquipped; this.icon.gameObject.SetActive(!relic.IsEmpty); this.border.gameObject.SetActive(!relic.IsEmpty); if (!relic.IsEmpty) { this.icon.sprite = Resources.Load <Sprite>(relic.Icon); this.border.color = relic.Rarity.Color(); } if (Relic.IsEquipped) { OnRelicEquipped(Relic); } else { OnRelicUnequipped(Relic); } }
private void CreateRelic(Relic relic) { var relicView = this.relicViewPool.Spawn(); relicView.Clicked += OnRelicViewClicked; relicView.Initialize(relic); }
public void OnDeactivateRelic(Transform _interactingEntity_, Relic _relic_) { if (modifiedStat.StatModifiers.Contains(_relic_.relicData.stadModifier)) { modifiedStat.RemoveModifier(_relic_.statMod); } }
Relic relic; //relic object associated with this relic (just contains the sprite) // Start is called before the first frame update void Start() { allRelicsObject = GameObject.FindGameObjectWithTag("AllRelics"); //find our gameobject which has a reference to all relics relic = allRelicsObject.GetComponent <AllRelics>().DmgResist; // set our relic equal to the speific relic we want GameInformation.entities.player.GetComponent <Player>().damageResistance += relic.increaseValue; Inventory.instance.Add(relic); // add our relic to our inventory. This also takes care of updating the sprite in the UI. }
public void OnMouseDown() { GetComponent <Collider2D>().enabled = false; thisRelic = RelicController.relic.GetRandomRelic(); RewardsMenuController.rewardsMenu.ShowRelicRewardMenu(thisRelic); InformationLogger.infoLogger.SaveGame(true); }
public void InitializeBox(Relic relic) { description.text = relic.discoveryDescription; icon.sprite = relic.icon; popupBox.SetActive(true); StartCoroutine(ClosePopup()); }
public void GetIndexViewModels_Alow() { var relicPositive = new Relic() { Price = 123, RelicName = "relic1" }; var relicNegative = new Relic() { Price = -10, RelicName = "relic2" }; var relics = new List <Relic>() { relicPositive, relicNegative }; _mockRepository.Setup(x => x.GetAll()).Returns(relics); var viewModels = _presentation.GetIndexViewModels(); _mockRepository.Verify(x => x.GetAll(), Times.Once); _mockMapper.Verify(x => x.Map <RelicViewModel>(relicPositive), Times.Once); _mockMapper.Verify(x => x.Map <RelicViewModel>(relicNegative), Times.Never); Assert.AreEqual(1, viewModels.Count); }
public void OnActivateRelic(Transform _interactingEntity_, Relic _relic_) { _characterStats = _interactingEntity_.GetComponent <CharacterStats>(); // If the modified Stat is a health stat... if (_relic_.relicData.statType == StatType.Health) { // If the affected entity's current health is at max health... if (_characterStats.GetNormalizedHealth() == 1) { DetermineStat(_characterStats, _relic_.relicData.statType).AddModifer(_relic_.statMod); _characterStats.SetHealth(_characterStats.health_Stat.value); } else { var currentHealthPerc = _characterStats.GetNormalizedHealth(); var currentHealth = _characterStats.GetCurrentHealth(); var adjustedModValue = currentHealthPerc * _relic_.statMod.value; DetermineStat(_characterStats, _relic_.relicData.statType).AddModifer(_relic_.statMod); _characterStats.SetHealth(currentHealth += adjustedModValue); } modifiedStat = DetermineStat(_characterStats, _relic_.relicData.statType); return; } // Determines the Stat to be affected and adds the Relics stat modifier DetermineStat(_characterStats, _relic_.relicData.statType).AddModifer(_relic_.statMod); // Adds the modified Stat to a list of Stats for later retrieval modifiedStat = DetermineStat(_characterStats, _relic_.relicData.statType); }
/// <summary> /// process the effects of using the relic /// </summary> /// <param name="relic">Relic</param> private void ProcessRelicUse(Relic relic) { string message; switch (relic.UseAction) { case Relic.UseActionType.OpenLocation: message = _gameMap.OpenLocationsByRelic(relic.Id); CurrentLocationInformation = relic.UseMessage; break; case Relic.UseActionType.UpgradePlayer: message = "You have upgraded your player armor one level"; if (_player.SpecialArmor == Player.Armor.Low) { _player.SpecialArmor = Player.Armor.Medium; } else { _player.SpecialArmor = Player.Armor.High; } break; default: break; } }
private static void DrawTriggerZone(Relic relic, GizmoType gizmoType) { BoxCollider collider = relic.GetComponent <BoxCollider>(); Gizmos.color = Color.black; Gizmos.matrix = relic.transform.localToWorldMatrix; Gizmos.DrawWireCube(Vector3.zero, collider.size); }
string generate_horrible(MainCharacter mc, Relic rel) { string s = "Tragically, like it was too late for the crew, it was too late for that " + mc.adjective + " " + mc.name + ", even after " + mc.he + " had abandoned the " + rel.item + ". "; s += "The famous " + mc.occupation + " was " + rel.cursed + " by a fate more horrible than any of the fates spoken of in the legends. "; s += mc.name + " was " + rel.cf + " by the " + rel.minions + " of " + rel.owner + ". "; return(s); }
/* The branching story: * Advanture can lead to being: (generate_opening) COMPLETE * cursed, which leads to: (generate_cursed). COMPLETE * All the men die, you die of old age. (generate_old) * Or, you die too, a horrible death somehow. (generate_horrible) * In either case, the treasure is abandoned somewhere.Which leads to the end state. (generate_abandoned). * scorned, all your crew turns on you. Which leads to: (generate_scorned) * You are killed, and the treasure is taken. By your crew. (generate_killed) * Or, they leave you stranded to die somehwere. (generate_stranded) * In Either case, the crew utlimately kill each other, leaving the treasure somewhere along the route home. Which leads to the end state. (generate_lost). */ string generate_opening(MainCharacter mc, Relic rel) { string s = "The great " + mc.adjective + " " + mc.occupation + " " + mc.name + " was noted for discovering the " + mc.history; s += ". However, " + mc.his + " forgotten discovery was the discovery of the " + rel.adjective + " " + rel.item + " of " + rel.owner + ". "; s += "This is not the tale of that discovery, but of what befell " + mc.him + " after... "; return(s); }
public void RelicRemove() { relic.OnExit(); GetComponent <Image>().sprite = null; relic = null; gameObject.SetActive(false); IsActive = false; }
public void PutRelicInTheForge(Relic relic) { relicToReforge = relic; relicInTheForgeButton.gameObject.SetActive(true); relicInTheForgeButton.image.sprite = relicToReforge.itemIcon; reforgeButton.gameObject.SetActive(true); costValueText.text = costOfReforging.ToString(); }
string generate_abandoned(MainCharacter mc, Relic rel, string minions, string god, string title) { string s = "The " + rel.adjective + " " + rel.item + " was left in " + title + ", in a truly desperate attempt to prevent the " + rel.curse + ". "; s += "It is watched over by the " + minions + " of " + god; s += ". It remains there to this day. "; return(s); }
void Awake() { spawnPoint = transform.FindChild("RelicSpawnPoint"); relic = this; // InstantiateMWeapon(MainGM.maingm.inventoryItemHWeapon [MainGM.maingm.GridEquippedHWeapon, 0] - 1); // InstantiateMWeapon(PlayerPrefs.GetInt ("invenMItemNum" + PlayerPrefs.GetInt ("GridEquippedMWeapon")) - 1); }
void RemoveRelic(Relic _relicToRemove_) { if (currentRelics.Contains(_relicToRemove_)) { currentRelics.Remove(_relicToRemove_); _relicToRemove_.DeactivateRelic(this.transform); } }
public Relic GetRandomRelic() { int index = Random.Range(0, validChoices.Count); Relic output = lootTable.relics[validChoices[index]]; return(output); }
Relic relic; //relic object associated with this relic (just contains the sprite) // Start is called before the first frame update void Start() { allRelicsObject = GameObject.FindGameObjectWithTag("AllRelics"); //find our gameobject which has a reference to all relics relic = allRelicsObject.GetComponent <AllRelics>().MagicDmg; // set our relic equal to the speific relic we want GameInformation.entities.player.GetComponent <Player>().magicDamageIncrease += relic.increaseValue; //relic.increaseValue is the percent increase, from 0 to 1. Ex. 0.1 = 10% increase. Inventory.instance.Add(relic); // add our relic to our inventory. This also takes care of updating the sprite in the UI. }
Relic relic; //relic object associated with this relic (just contains the sprite) // Start is called before the first frame update void Start() { allRelicsObject = GameObject.FindGameObjectWithTag("AllRelics"); //find our gameobject which has a reference to all relics relic = allRelicsObject.GetComponent <AllRelics>().maxHP; // set our relic equal to the speific relic we want GameInformation.entities.player.GetComponent <Player>().maxHealth += relic.increaseValue; GameInformation.entities.player.GetComponent <Player>().removeHP(0f); //relic.increase value for health and mana is their flat health/mana increase. Ex. 10 = 10 maxhealth increase. Inventory.instance.Add(relic); // add our relic to our inventory. This also takes care of updating the sprite in the UI. }
private void UpdateRelic(Relic source, Relic dest) { dest.Name = source.Name; dest.Tier = source.Tier; dest.IsVaulted = source.IsVaulted; dest.WikiUrl = source.WikiUrl; dest.ImageId = source.ImageId; dest.Image = source.Image; }
public void PickUpRelic(Relic new_relic) { Debug.Log("Picked up relic " + new_relic.relic_name + ": " + new_relic.description); relics.Add(new_relic); foreach (Effect effect in new_relic.effects) { AddEffect(effect); } }
public void AddRelic(Relic relic) { validChoices.Remove(lootTable.relics.IndexOf(relic)); relics.Add(relic); if (RelicDisplayController.relicDisplay != null) //Check for relicDisplay since it doesn't exist in hte main menu scene { RelicDisplayController.relicDisplay.RefreshRelicDisplays(); } }
string generate_killed(MainCharacter mc, Relic rel, string fate_1, string fate_2, string fate) { string s = "Of all of the crew, only " + mc.his + " trusty " + mc.servant + " defended " + mc.him + ", citing " + mc.his + " generosity despite how " + mc.he + " " + mc.abuse + ". "; s += "Each of the crew came up with a terrible fate for the " + mc.occupation + ". One suggested " + mc.he + " be " + fate_1 + ". Another that " + mc.he + " be " + fate_2 + ". "; s += "Ultimately they settled that " + mc.he + " should be " + fate + ". Each crew member one by one spat on " + mc.him + ", as " + mc.he + " was "; s += fate + ". "; return(s); }
public static Relic tempRelicOne() { Relic r = new Relic(); r.name = "Cognition Augment"; r.description = "Allows player to select both options, at the cost of -1 stamina"; r.onPickup = () => { tempRelicOneFlag = true; }; return(r); }
string generate_lost(MainCharacter mc, Relic rel, string title) { string s = "Much like how the crew turned on " + mc.name + ", they turned on each other. " + mc.name + "'s trusted " + mc.servant + " was the first of the crew to be killed by"; s += " the others. Each crew died one by one, as they each betrayed each other. The final crew member starved to death, alone. The " + rel.item + " was lost in the "; s += rel.location + " near"; s += " the " + title + ". It was eventually taken to the " + title + "."; return(s); }
/// <summary> /// Adds a relic to the list of relics within this area, and changes the particle system's effects. /// </summary> /// <param name="relic"></param> private void AddRelicToList(Relic relic) { relicsInArea.Add(relic); var startSpeed = particleSystem.startSpeed; for (int g = 1; g <= 4; g++) { particleSystem.startSpeed += startSpeed * g; particleSystem.Emit(particlesPerRelic*4); particleSystem.startSpeed -= startSpeed * g; } particleSystem.startSize += sizePerRelic; particleSystem.emissionRate += particlesPerRelic; particleSystem.Play(); if (RelicAdded != null) RelicAdded(this, relic); }
private void RemoveRelicFromList(Relic relic) { relicsInArea.Remove(relic); particleSystem.startSize -= sizePerRelic; particleSystem.emissionRate -= particlesPerRelic; if (RelicRemoved != null) RelicRemoved(this, relic); }