public override void LoadFromDict(string dataKey, Dictionary <string, object> dict) { _key = dataKey; if (dict == null) { LoadFromSavedData(dataKey); } else { dict.TryGetBool(bool_fieldKey, out _bool_field); dict.TryGetInt(int_fieldKey, out _int_field); dict.TryGetFloat(float_fieldKey, out _float_field); dict.TryGetString(string_fieldKey, out _string_field); dict.TryGetVector2(vector2_fieldKey, out _vector2_field); dict.TryGetVector3(vector3_fieldKey, out _vector3_field); dict.TryGetVector4(vector4_fieldKey, out _vector4_field); dict.TryGetColor(color_fieldKey, out _color_field); string customDataKey; dict.TryGetString(custom_fieldKey, out customDataKey); _custom_field = new GDEReadSceneUnityTypesData(customDataKey); dict.TryGetBoolList(bool_list_fieldKey, out bool_list_field); dict.TryGetIntList(int_list_fieldKey, out int_list_field); dict.TryGetFloatList(float_list_fieldKey, out float_list_field); dict.TryGetStringList(string_list_fieldKey, out string_list_field); dict.TryGetVector2List(vector2_list_fieldKey, out vector2_list_field); dict.TryGetVector3List(vector3_list_fieldKey, out vector3_list_field); dict.TryGetVector4List(vector4_list_fieldKey, out vector4_list_field); dict.TryGetColorList(color_list_fieldKey, out color_list_field); LoadFromSavedData(dataKey); } }
// // Constructor that takes the data returned by the // GDEDataManager.Get() method and will now pull out the // individual fields using the TryGet() methods. // public Character(Dictionary <string, object> data) { if (data != null) { // Pull out the individual fields and load our Character stats. data.TryGetString("name", out Name); data.TryGetInt("hp", out baseHP); data.TryGetInt("mana", out baseMana); data.TryGetInt("damage", out baseDamage); // // Get the Buff list // // First get a string list of the buffs using TryGetStringList List <string> buffKeyList; if (data.TryGetStringList("buffs", out buffKeyList)) { // // Spin through each of the Buff names and pull out // the data with the GDEDataManager.Get() method. // Buffs = new List <Buff>(); foreach (string buffKey in buffKeyList) { // // Pull out Buff data with Get() method and pass // it down to the Buff classes constructor where // it will pull out the individual fields and set // it's properties. // Buff curBuff; Dictionary <string, object> curBuffData; GDEDataManager.Instance.Get(buffKey, out curBuffData); // // For each Buff in the string list create a new // object passing it the data from the Get() // method and add it to the Buff's list. // curBuff = new Buff(curBuffData); Buffs.Add(curBuff); // // Now that the Buff's properties have been set // from the data in the Buff's constructor add the // bonuses to the HP, Mana, and Damage. // bonusHP += curBuff.HPDelta; bonusMana += curBuff.ManaDelta; bonusDamage += curBuff.DamageDelta; } } } }
// // Constructor that takes the data returned by the // GDEDataManager.Get() method and will now pull out the // individual fields using the TryGet() methods. // public Character(Dictionary<string, object> data) { if (data != null) { // Pull out the individual fields and load our Character stats. data.TryGetString("name", out Name); data.TryGetInt("hp", out baseHP); data.TryGetInt("mana", out baseMana); data.TryGetInt("damage", out baseDamage); // // Get the Buff list // // First get a string list of the buffs using TryGetStringList List<string> buffKeyList; if (data.TryGetStringList("buffs", out buffKeyList)) { // // Spin through each of the Buff names and pull out // the data with the GDEDataManager.Get() method. // Buffs = new List<Buff>(); foreach(string buffKey in buffKeyList) { // // Pull out Buff data with Get() method and pass // it down to the Buff classes constructor where // it will pull out the individual fields and set // it's properties. // Buff curBuff; Dictionary<string, object> curBuffData; GDEDataManager.Instance.Get(buffKey, out curBuffData); // // For each Buff in the string list create a new // object passing it the data from the Get() // method and add it to the Buff's list. // curBuff = new Buff(curBuffData); Buffs.Add(curBuff); // // Now that the Buff's properties have been set // from the data in the Buff's constructor add the // bonuses to the HP, Mana, and Damage. // bonusHP += curBuff.HPDelta; bonusMana += curBuff.ManaDelta; bonusDamage += curBuff.DamageDelta; } } } }
public override void LoadFromDict(string dataKey, Dictionary<string, object> dict) { _key = dataKey; if (dict == null) LoadFromSavedData(dataKey); else { dict.TryGetStringList(cust_string_listKey, out cust_string_list); LoadFromSavedData(dataKey); } }
public override void LoadFromDict(string dataKey, Dictionary <string, object> dict) { _key = dataKey; if (dict == null) { LoadFromSavedData(dataKey); } else { dict.TryGetStringList(cust_string_listKey, out cust_string_list); LoadFromSavedData(dataKey); } }
public override void LoadFromDict(string dataKey, Dictionary <string, object> dict) { _key = dataKey; if (dict == null) { LoadFromSavedData(dataKey); } else { dict.TryGetInt(TestIntKey, out _TestInt); dict.TryGetString(TestStringKey, out _TestString); string customDataKey; dict.TryGetString(TestSchemaKey, out customDataKey); _TestSchema = new GDETest2SchemaData(customDataKey); dict.TryGetStringList(TestListKey, out TestList); LoadFromSavedData(dataKey); } }
public override void LoadFromDict(string dataKey, Dictionary<string, object> dict) { _key = dataKey; if (dict == null) LoadFromSavedData(dataKey); else { dict.TryGetBoolList(bool_list_fieldKey, out bool_list_field); dict.TryGetIntList(int_list_fieldKey, out int_list_field); dict.TryGetFloatList(float_list_fieldKey, out float_list_field); dict.TryGetStringList(string_list_fieldKey, out string_list_field); dict.TryGetVector2List(vector2_list_fieldKey, out vector2_list_field); dict.TryGetVector3List(vector3_list_fieldKey, out vector3_list_field); dict.TryGetVector4List(vector4_list_fieldKey, out vector4_list_field); dict.TryGetColorList(color_list_fieldKey, out color_list_field); dict.TryGetCustomList(custom_list_fieldKey, out custom_list_field); LoadFromSavedData(dataKey); } }
public override void LoadFromDict(string dataKey, Dictionary <string, object> dict) { _key = dataKey; if (dict == null) { LoadFromSavedData(dataKey); } else { dict.TryGetBoolList(bool_list_fieldKey, out bool_list_field); dict.TryGetIntList(int_list_fieldKey, out int_list_field); dict.TryGetFloatList(float_list_fieldKey, out float_list_field); dict.TryGetStringList(string_list_fieldKey, out string_list_field); dict.TryGetVector2List(vector2_list_fieldKey, out vector2_list_field); dict.TryGetVector3List(vector3_list_fieldKey, out vector3_list_field); dict.TryGetVector4List(vector4_list_fieldKey, out vector4_list_field); dict.TryGetColorList(color_list_fieldKey, out color_list_field); dict.TryGetCustomList(custom_list_fieldKey, out custom_list_field); LoadFromSavedData(dataKey); } }
public static bool TryGetCustomList <TKey, TValue, T>(this Dictionary <TKey, TValue> variable, TKey key, out List <T> value) where T : IGDEData { bool result = true; value = new List <T>(); try { List <string> customDataKeys; if (variable.TryGetStringList(key, out customDataKeys)) { for (int x = 0; x < customDataKeys.Count; x++) { value.Add((T)Activator.CreateInstance(typeof(T), new object[] { customDataKeys[x] })); } } } catch { result = false; } return(result); }
public override void LoadFromDict(string dataKey, Dictionary <string, object> dict) { _key = dataKey; if (dict == null) { LoadFromSavedData(dataKey); } else { dict.TryGetBool(NotNormalPoolKey, out _NotNormalPool); dict.TryGetBool(UnableKey, out _Unable); dict.TryGetInt(AltarTimesKey, out _AltarTimes); dict.TryGetInt(PoolCapacityKey, out _PoolCapacity); dict.TryGetInt(GetSNumKey, out _GetSNum); dict.TryGetFloat(lasttimeKey, out _lasttime); dict.TryGetString(NameKey, out _Name); dict.TryGetString(IDKey, out _ID); dict.TryGetString(starttimeKey, out _starttime); dict.TryGetStringList(AllHeroesKey, out AllHeroes); LoadFromSavedData(dataKey); } }
public override void LoadFromDict(string dataKey, Dictionary <string, object> dict) { _key = dataKey; if (dict == null) { LoadFromSavedData(dataKey); } else { dict.TryGetBool(keepWorkingKey, out _keepWorking); dict.TryGetBool(isEmptyKey, out _isEmpty); dict.TryGetInt(timeTypeKey, out _timeType); dict.TryGetInt(oldDataKey, out _oldData); dict.TryGetInt(newDataKey, out _newData); dict.TryGetInt(itemHashcodeKey, out _itemHashcode); dict.TryGetString(itemIdKey, out _itemId); dict.TryGetString(startTimeKey, out _startTime); dict.TryGetString(taskIdKey, out _taskId); dict.TryGetStringList(taskRewardsKey, out taskRewards); LoadFromSavedData(dataKey); } }
public override void LoadFromDict(string dataKey, Dictionary<string, object> dict) { _key = dataKey; if (dict == null) LoadFromSavedData(dataKey); else { dict.TryGetBool(bool_fieldKey, out _bool_field); dict.TryGetInt(int_fieldKey, out _int_field); dict.TryGetFloat(float_fieldKey, out _float_field); dict.TryGetString(string_fieldKey, out _string_field); dict.TryGetVector2(vector2_fieldKey, out _vector2_field); dict.TryGetVector3(vector3_fieldKey, out _vector3_field); dict.TryGetVector4(vector4_fieldKey, out _vector4_field); dict.TryGetColor(color_fieldKey, out _color_field); string customDataKey; dict.TryGetString(custom_fieldKey, out customDataKey); GDEDataManager.DataDictionary.TryGetCustom(customDataKey, out _custom_field); dict.TryGetBoolList(bool_list_fieldKey, out bool_list_field); dict.TryGetIntList(int_list_fieldKey, out int_list_field); dict.TryGetFloatList(float_list_fieldKey, out float_list_field); dict.TryGetStringList(string_list_fieldKey, out string_list_field); dict.TryGetVector2List(vector2_list_fieldKey, out vector2_list_field); dict.TryGetVector3List(vector3_list_fieldKey, out vector3_list_field); dict.TryGetVector4List(vector4_list_fieldKey, out vector4_list_field); dict.TryGetColorList(color_list_fieldKey, out color_list_field); LoadFromSavedData(dataKey); } }