public override void Run_Node() { switch (stat_type) { case Stat_Type.Set_Number: StatsManager.Set_Numbered_Stat(stat_name, set_number_to); break; case Stat_Type.Modify_Number: StatsManager.Add_To_Numbered_Stat(stat_name, modify_number_amount); break; case Stat_Type.Set_Boolean: StatsManager.Set_Boolean_Stat(stat_name, set_bool_to); break; case Stat_Type.Toggle_Boolean: StatsManager.Toggle_Boolean_Stat(stat_name); break; case Stat_Type.Set_String: StatsManager.Set_String_Stat(stat_name, set_string_to); break; } if (print_all_stats_to_console) { StatsManager.Print_All_Stats(); } Finish_Node(); }
public void InputfieldInputToStats(string stat_name) { switch (stat_type) { case Stat.Boolean_Stat: Debug.LogError("Boolean stats are not supported in InputfieldToStat", this.gameObject); break; case Stat.Numbered_Stat: StatsManager.Set_Numbered_Stat(stat_name, float.Parse(this.GetComponent <InputField>().text)); break; case Stat.String_Stat: StatsManager.Set_String_Stat(stat_name, this.GetComponent <InputField>().text); break; } }
public override void Run_Node() { if (string.IsNullOrEmpty(Stat_To_Save_To)) { Debug.LogError("Stat_To_Save_To is empty. Please specify the name of a Stat to save to for this GenerateRandomNumberNode", this.gameObject); Finish_Node(); return; } float value_from_stat = 0; float randomly_generated_num; if (use_whole_numbers) { randomly_generated_num = (float)Random.Range((int)minimum_random_number, (int)maximum_random_number + 1); } else { randomly_generated_num = Random.Range(minimum_random_number, maximum_random_number); } if (!string.IsNullOrEmpty(Stat_To_Add_To_Random_Number)) { value_from_stat = StatsManager.Get_Numbered_Stat(Stat_To_Add_To_Random_Number); } float result = randomly_generated_num + value_from_stat; StatsManager.Set_Numbered_Stat(Stat_To_Save_To, result); if (print_result_to_console) { Debug.Log("Rolled " + randomly_generated_num + ", added to value from Stat " + value_from_stat + " gives total: " + result + " saved in " + Stat_To_Save_To, this.gameObject); } Finish_Node(); }