internal void WriteExcelResolverConfig(JiaGeType jg, InvType fapiao) { if (File.Exists(this.ExcelCRXmlPath)) { XmlDocument document = new XmlDocument(); document.Load(this.ExcelCRXmlPath); XmlNode node = document.DocumentElement.SelectSingleNode("ExcelJEandFP"); XmlNode node2 = node.SelectSingleNode("JinE"); XmlNode node3 = node.SelectSingleNode("FaPiao"); node2.InnerText = jg.ToString(); node3.InnerText = fapiao.ToString(); document.Save(this.ExcelCRXmlPath); } }
internal void WriteTxtResolverConfig(string strTxtpath, JiaGeType jg, InvType fapiao) { if (File.Exists(this.TxtWbcrXmlPath)) { XmlDocument document = new XmlDocument(); document.Load(this.TxtWbcrXmlPath); document.DocumentElement.SelectSingleNode("TxtJieXiPath").InnerText = strTxtpath; XmlNode node2 = document.DocumentElement.SelectSingleNode("JinEandFaPiao"); XmlNode node3 = node2.SelectSingleNode("JinE"); XmlNode node4 = node2.SelectSingleNode("FaPiao"); node3.InnerText = jg.ToString(); node4.InnerText = fapiao.ToString(); document.Save(this.TxtWbcrXmlPath); } }
public void Add(long EntityId, long?BlockId, uint ItemId, InvType type, InvAction action, MyFixedPoint Amount, string TypeId, string SubtypeId) { hasData = true; query.Append($@"('{EntityId}', '{((BlockId.HasValue) ? BlockId.Value.ToString() : "NULL")}', {ItemId}, '{type.ToString()}', '{action.ToString()}', {Amount}, '{TypeId}', '{SubtypeId}', '{Tools.DateTimeFormated}'),"); }
/// <summary> /// Reads configuration data from a file. If the file read fails, the constructor contains /// default values for each kind of configuration data /// REFACTOR: Break this into three different constructors /// </summary> public ConfigData(ConfigDataType type) { // Read and save configuration data from file StreamReader input = null; // Three kinds of ConfigData switch (type) { case ConfigDataType.EnemyData: #region EnemyData try { // Create stream reader input input = File.OpenText(Path.Combine( Application.streamingAssetsPath, EnemyDataFileName)); // Populate StatNames from header row string currentLine = input.ReadLine(); string[] names = currentLine.Split(','); BattleStatNames[] statHeader = new BattleStatNames[names.Length]; // Validate the header row before importing BattleStats validate = new BattleStats(); for (int i = 1; i < names.Length; i++) { statHeader[i] = (BattleStatNames)Enum.Parse(typeof(BattleStatNames), names[i]); if (!validate.ValidateOrder(i - 1, statHeader[i])) { errorMessage = "Headers do not match BattleStats.\nUsing default settings."; Debug.Log(errorMessage); SetEnemyStatDataDefaultValues(); break; } } // Only procede forward if there is no error with the headers if (errorMessage == null) { // Populate values for enemyData currentLine = input.ReadLine(); while (currentLine != null) { // Parse current line into name and stat values string[] tokens = currentLine.Split(','); EnemyName enemyName = (EnemyName)Enum.Parse( typeof(EnemyName), tokens[0]); int[] intTokens = new int[tokens.Length - 1]; for (int i = 0; i < tokens.Length - 1; i++) { int bStat; intTokens[i] = int.TryParse(tokens[i + 1], out bStat) ? bStat : 0; } // import the array of ints into a new BattleStats BattleStats battleStats = new BattleStats(); battleStats.Import(intTokens); // add to enemyStatData enemyStatData.Add(enemyName, battleStats); // queue next line in csv currentLine = input.ReadLine(); } } } catch (Exception e) { // send the error to the console for debugging Debug.Log(e); errorMessage = "Problem loading file. \nUsing default settings.\n"; Debug.Log(errorMessage); SetEnemyStatDataDefaultValues(); } finally { // close files that were opened if (input != null) { input.Close(); } } break; // end of EnemyData #endregion EnemyData case ConfigDataType.InvData: #region InvData try { // create stream reader input input = File.OpenText(Path.Combine( Application.streamingAssetsPath, InvDataFileName)); // populate StatNames from header row string currentLine = input.ReadLine(); string[] headings = currentLine.Split(','); BattleStatNames[] statHeader = new BattleStatNames[headings.Length]; // Validate the header row before importing // 0 name, 1 fullname, 2 description, 3 id, 4 price, 5 type, 6 subtype, 7 slot, // 8 rank, 9+ Battlestats BattleStats validate = new BattleStats(); for (int i = 9; i < headings.Length; i++) { statHeader[i] = (BattleStatNames)Enum.Parse(typeof(BattleStatNames), headings[i]); if (!validate.ValidateOrder(i - 9, statHeader[i])) { errorMessage = "Headers do not match BattleStats.\nUsing default settings."; Debug.Log(errorMessage); SetInvDataDefaultValues(); break; } } // only procede forward if there is no error with the headers if (errorMessage == null) { // populate values for enemyData currentLine = input.ReadLine(); while (currentLine != null) { // parse current line into name and stat values // 0 name, 1 fullname, 2 description, 3 id, 4 price, 5 type, 6 subtype, 7 slot, 8 rank // 0 name string[] tokens = currentLine.Split(','); InvNames invName = (InvNames)Enum.Parse( typeof(InvNames), tokens[0]); // 1 fullname string fullName = tokens[1]; // 2 description string description = tokens[2]; // 3 id int id = int.Parse(tokens[3]); // 4 price int price = int.Parse(tokens[4]); // 5 type InvType invType = (InvType)Enum.Parse( typeof(InvType), tokens[5]); // 6 subtype InvSubtype invSubtype = (InvSubtype)Enum.Parse( typeof(InvSubtype), tokens[6]); Sprite sprite = Resources.Load <Sprite>(@"Sprites\InvItems\" + invType.ToString() + @"\" + invSubtype.ToString() + @"\" + invName.ToString()); // 7 slot EquipSlots slot = (EquipSlots)Enum.Parse( typeof(EquipSlots), tokens[7]); // 8 rank int rank = int.Parse(tokens[8]); // BattleStats is only included for InvEqItems (equipment and tomes) // This is an InvEqItem if (invType == InvType.Tome || invType == InvType.Weapon || invType == InvType.Armor) { // 9+ BattleStats int[] intTokens = new int[tokens.Length - 9]; for (int i = 0; i < tokens.Length - 9; i++) { int bStat; intTokens[i] = int.TryParse(tokens[i + 9], out bStat) ? bStat : 0; } // import the array of ints into a new BattleStats BattleStats battleStats = new BattleStats(); battleStats.Import(intTokens); // create a new InvEqItem InvEqItem item = new InvEqItem(invName, fullName, description, sprite, id, price, 0, invType, invSubtype, slot, rank, battleStats); // add to invStatData invStatData.Add(invName, item); } // else it is a potion, so add a regular InvItem else { // create a new InvEqItem InvItem item = new InvItem(invName, fullName, description, sprite, id, price, 0, invType, invSubtype, slot, rank); // add to invStatData invStatData.Add(invName, item); } // queue next line in csv currentLine = input.ReadLine(); } } } catch (Exception e) { // send the error to the console for debugging Debug.Log(e); errorMessage = "Problem loading file. \nUsing default settings.\n"; Debug.Log(errorMessage); SetInvDataDefaultValues(); } finally { // close files that were opened if (input != null) { input.Close(); } } break; #endregion InvData case ConfigDataType.AbilityData: #region AbilityData try { // create stream reader input input = File.OpenText(Path.Combine( Application.streamingAssetsPath, AbilityDataFileName)); // populate StatNames from header row string currentLine = input.ReadLine(); string[] headings = currentLine.Split(','); // ignoring the header row // populate values for abilityData currentLine = input.ReadLine(); while (currentLine != null) { // parse current line into name and stat values // 0 name, 1 isPhysical, 2 mp, 3 noReduction, 4 modifier, // 5 noMiss, 6 hitOverride, 7 noCrit // 0 name string[] tokens = currentLine.Split(','); BattleMode name = (BattleMode)Enum.Parse( typeof(BattleMode), tokens[0]); // 1 isPhyical bool isPhysical = bool.Parse(tokens[1].ToLower()); // 2 mp int?mp = null; if (int.TryParse(tokens[2], out int num)) { mp = num; } else { mp = null; } // 3 noReduction bool noReduction = bool.Parse(tokens[3].ToLower()); // 4 modifier float modifier = float.Parse(tokens[4]); // 5 noMiss bool noMiss = bool.Parse(tokens[5].ToLower()); // 6 hitOverride int?hitOverride = null; if (int.TryParse(tokens[6], out int num2)) { hitOverride = num2; } else { hitOverride = null; } // 7 noCrit bool noCrit = bool.Parse(tokens[7].ToLower()); // create a new battleAbility BattleAbility ability = new BattleAbility(name, isPhysical, mp, noReduction, modifier, noMiss, hitOverride, noCrit); // add to invStatData abilityStatData.Add(name, ability); // queue next line in csv currentLine = input.ReadLine(); } } catch (Exception e) { // send the error to the console for debugging Debug.Log(e); errorMessage = "Problem loading file. \nUsing default settings.\n"; Debug.Log(errorMessage); SetAbilityDataDefaultValues(); } finally { // close files that were opened if (input != null) { input.Close(); } } break; #endregion AbilityData default: break; } }
/// <summary> /// Creates a custom inventory array of the specified type. /// </summary> /// <param name="type">inventory type</param> /// <returns>call success</returns> public bool CreateCustomInventoryArray(InvType type = InvType.All) { Trace.WriteLine(String.Format("Character:CreateCustomInventoryArray({0})", type.ToString())); return ExecuteMethod("CreateCustomInventoryArray", type.ToString().ToLower()); }