public void GoToLevel(string lvl) { PlayerCononectMySql.LoadCharacterData(_allStuffID); PlayerCononectMySql.GetStatusForCharacter(PlayerCononectMySql._connection, _allStuffID); PlayerCononectMySql._connection.Close(); SceneManager.LoadScene(lvl);//"SkyFall Arena(2)" }
private void GetCharacterStast(int ID) { PlayerCononectMySql.GetStatusForCharacter(PlayerCononectMySql._connection, ID); for (int cnt = 0; cnt < _status.Length; cnt++) { _status[cnt] = PlayerCononectMySql._status[cnt]; } }
public void CreatChar() { PlayerCononectMySql.ConectBd(PlayerCononectMySql._source); _pointsLeft = (STARTING_VALUE - MIN_STARTING_ATTRIBUTES_VALUE); InstantiateCharacterModel(); SelectPanel.SetActive(false); Creatpanel.SetActive(true); }
//Seleciona o Personagem public void SelectCharButton(CharSelectBut selct) { PlayerCononectMySql.ConectBd(PlayerCononectMySql._source); //Desativa menus especifico PlayerMenus.SetActive(true); OverallData.SetActive(true); StastGeneral.SetActive(false); GeneralStastValues(selct.Index); SelectPanel.SetActive(false); ChatPanel.SetActive(true); //localiza botão status e aferi um index de seleção GameObject.Find("Stast").GetComponent <StastButton>().Index = selct.Index; //localiza botão da arena e aferi um index de seleção GameObject.Find("Select Area to go").GetComponent <StastButton>().Index = selct.Index; //localiza botão da arena e aferi um ID ao personagem GameObject.Find("Select Area to go").GetComponent <StastButton>().ID = selct.charID; //Coloca index referentes(ta bem descritivo) _allStuffID = selct.Index; _name.text = selct._Name.text; lvl.text = selct.Level.text; _butIndex = selct.Index; Generalindex = selct.Index; GeneralGender = selct._gender; //passa valores ao Data Worker e nele q os dados do personagem são levados para outra cena DW._name = selct._Name.text; DW._gender = selct._gender; DW._id = selct.charID; DW._hair = selct._hair; DW._hairColor = selct._hairColor; DW._eyesColor = selct._eyesColor; //character itens on DW DW.chest = selct.chest; DW.hands = selct.hands; DW.WeaponMain = selct.WeaponMain; DW.Legs = selct.Legs; DW.Boots = selct.Boots; DW.WeaponOff = selct.WeaponOff; //Pegas os dados de status do personagem GetCharacterStast(selct.charID); //Potons do stats do personagem if (selct.needpoints) { FirstPointsToAdd(selct.Index); } }
public void BackButton() { OverallData.SetActive(false); StastGeneral.SetActive(false); StastToAllowcateInCreat.SetActive(false); PlayerMenus.SetActive(false); SelectPanel.SetActive(true); AreaToGo.SetActive(false); ArenaPanell.SetActive(false); BgPanell.SetActive(false); ChatPanel.SetActive(false); ConfigurationsPanel.SetActive(false); InventoryGrp.SetActive(false); changeItens = false; PlayerCononectMySql.UpdateItensForCharacter(PlayerCononectMySql._connection, DW._id, DW.chest, DW.hands, DW.WeaponMain, DW.Legs, DW.Boots, DW.WeaponOff); PlayerCononectMySql._connection.Close(); PlayerCononectMySql._connection.Dispose(); }
public void CreatCharacter() { PlayerCononectMySql.ConectBd(PlayerCononectMySql._source); _charID = UnityEngine.Random.Range(1, 100); _charName = newName.text; pointsLeft.text = "Points Left :" + _pointsLeft.ToString(); bool validi = PlayerCononectMySql.VerifyData(PlayerCononectMySql._connection, _charID, _charName); if (!validi) { _charSlot++; _charCount++; SaveCreatedNewCharacter(); //destroi pre personagem criado if (transform.childCount != 0) { for (int cnt = 0; cnt < transform.childCount; cnt++) { Destroy(transform.GetChild(cnt).gameObject); } } _characterCreated = true; SelectPanel.SetActive(true); Creatpanel.SetActive(false); StastToAllowcateInCreat.SetActive(false); //instancia o personagem na lista CharCreatInstance(_charSlot); } else { _charID = UnityEngine.Random.Range(1, 100); _charName = string.Empty; } }
private void SaveCreatedNewCharacter() { _charSlot = _charCount - 1; PlayerCononectMySql.SendNewCharacterToBd(PlayerCononectMySql._connection, _charOwner, _charID, _charName, _startLvl, 0, _charSlot, _gender, _hair.hairMechIndex, _hair.hairColorIndex, _eyes.eyesMechIndex, _eyes.eyesColorIndex); PlayerCononectMySql.UpdateOwnerInfo(PlayerCononectMySql._connection, _charCount, _charOwner); PlayerCononectMySql.SendStatusForCharacter(PlayerCononectMySql._connection, _charID, _charlvlup, _status[0], _status[1], _status[2], _status[3], _status[4], _status[5], _status[6], _status[7], _status[8], _status[9], _status[10], _status[11], _status[12]); PlayerCononectMySql._connection.Close(); PlayerCononectMySql._connection.Dispose(); }
private void CharCreatInstance(int charslot) { if (_charCount == 4) { CreatButton.SetActive(false); } if (_characterCreated) { //Debug.Log(charslot); PlayerCononectMySql.LoadCharacterData(charslot); InstantiateAllCharacter(charslot, _charID, slots[charslot]); _charName = PlayerCononectMySql._charName; _charID = PlayerCononectMySql._charID; CharSelect[charslot].gameObject.SetActive(true); CharSelect[charslot].gameObject.GetComponent <CharSelectBut>()._Name.text = "Name :" + _charName; CharSelect[charslot].gameObject.GetComponent <CharSelectBut>().Level.text = "Level :" + _startLvl; CharSelect[charslot].gameObject.GetComponent <CharSelectBut>().charID = _charID; CharSelect[charslot].gameObject.GetComponent <CharSelectBut>().Index = charslot; _needToAddPoints = true; CharSelect[charslot].gameObject.GetComponent <CharSelectBut>().needpoints = _needToAddPoints; } }
void Start() { database = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <ItemDatabase>(); DW = GameObject.FindGameObjectWithTag("DataWorker").GetComponent <DataWorker>(); if (GameSettings2.maleModels.Length < 1) { Debug.LogWarning("We have no male Models"); } if (GameSettings2.femaleModels.Length < 1) { Debug.LogWarning("We have no female Models"); } PlayerCononectMySql.InitateConection(); _charCount = PlayerCononectMySql._charCount; _charOwner = PlayerCononectMySql._ownerChar; _charSlot = PlayerCononectMySql._charSlot; if (PlayerCononectMySql._charName != null) { _charName = PlayerCononectMySql._charName; } if (_charCount == 4) { CreatButton.SetActive(false); } if (_charCount > 0 && _charCount <= 4) { for (int i = 0; i <= _charCount - 1; i++) { PlayerCononectMySql.LoadCharacterData(i); _charID = PlayerCononectMySql._charID; _charName = PlayerCononectMySql._charName; _currlvl = PlayerCononectMySql._charLvl; _myGender = PlayerCononectMySql._gender; _myHair = PlayerCononectMySql._hairMesh; _myHairColor = PlayerCononectMySql._hairColor; _myEyesColor = PlayerCononectMySql._eyesColor; InstantiateAllCharacter(i, _charID, slots[i]); chest = PlayerCononectMySql._itensEquiped[1]; hands = PlayerCononectMySql._itensEquiped[2]; WeaponMain = PlayerCononectMySql._itensEquiped[4]; Legs = PlayerCononectMySql._itensEquiped[3]; Boots = PlayerCononectMySql._itensEquiped[0]; WeaponOff = PlayerCononectMySql._itensEquiped[5]; AddCharacterItens(_myGender, i, chest, hands, WeaponMain, Legs, Boots, WeaponOff); if (slots[i].transform.childCount != 0) { //Char Base CharSelect[i].gameObject.GetComponent <CharSelectBut>()._Name.text = "Name :" + _charName; CharSelect[i].gameObject.GetComponent <CharSelectBut>().Level.text = "level :" + _currlvl; CharSelect[i].gameObject.GetComponent <CharSelectBut>().charID = _charID; CharSelect[i].gameObject.GetComponent <CharSelectBut>().Index = i; CharSelect[i].gameObject.GetComponent <CharSelectBut>()._gender = _myGender; CharSelect[i].gameObject.GetComponent <CharSelectBut>()._hair = _myHair; CharSelect[i].gameObject.GetComponent <CharSelectBut>()._hairColor = _myHairColor; CharSelect[i].gameObject.GetComponent <CharSelectBut>()._eyesColor = _myEyesColor; CharSelect[i].gameObject.GetComponent <CharSelectBut>().needpoints = _needToAddPoints; //Char Itens CharSelect[i].gameObject.GetComponent <CharSelectBut>().chest = chest; CharSelect[i].gameObject.GetComponent <CharSelectBut>().hands = hands; CharSelect[i].gameObject.GetComponent <CharSelectBut>().WeaponMain = WeaponMain; CharSelect[i].gameObject.GetComponent <CharSelectBut>().Legs = Legs; CharSelect[i].gameObject.GetComponent <CharSelectBut>().Boots = Boots; CharSelect[i].gameObject.GetComponent <CharSelectBut>().WeaponOff = WeaponOff; } } for (int i = 0; i <= 3; i++) { if (CharSelect[i].gameObject.GetComponent <CharSelectBut>().charID == 0) { CharSelect[i].gameObject.SetActive(false); } } } PlayerCononectMySql._connection.Close(); PlayerCononectMySql._connection.Dispose(); }
void Awake() { PlayerCononectMySql.ConectBd(PlayerCononectMySql._source); }