/// <summary> /// Gets random Player from the PlayerModel and return that Players details /// </summary> /// <returns></returns> public PlayerVillage GetPlayerForMatch() { int MaxRange = PlayersModel.PlayersList.Count; PlayerVillage PlayerFormatch = PlayersModel.PlayersList[Random.Range(1, MaxRange)]; GetPlayerFrequency(); return(PlayerFormatch); }
public void SetPlayer(PlayerVillage aPlayer) { playerVillage = aPlayer; mPlayerImage.sprite = Resources.Load <Sprite>(aPlayer.PlayerImage); mPlayerName.text = aPlayer.PlayerName; mPlayerLevel.text = "Level " + aPlayer.PlayerLevel.ToString(); mPlayerCoins.text = aPlayer.Coins.ToString("#,#"); }
public static void Display(int cursorPosition = 0) { // Ref player & village Player player = Program.Player; PlayerVillage villageManager = player.VillagesManager; // Define menu options dictionary var menuItems = new Dictionary <string, Action <int> >(); // Get available tasks IList <VillageTask> availableTasks = villageManager.CurrentVillage.Tasks.GetAvailableTasks(); // Get all village's tasks foreach (VillageTask task in availableTasks) { // Skip if player cannot do this task if (!villageManager.CanDoTask(task)) { continue; } // Define menu option title string optionLabel = $"{task.Description} | +{task.ReputationBonus} Reputation | -{villageManager.GetTaskHealthRequirement(task) :0.0}hp"; // Add option to the menu menuItems.Add(optionLabel, (selectedIndex) => { // Start doing task PlayerDoTaskProgress.Display(task); }); } // Add no tasks message if (availableTasks.Count == 0) { menuItems.Add("No tasks available right now. Maybe sleeping will help", Display); } // Add "back to menu" button menuItems.Add("> Go to menu <", (selectedIndex) => ActionGroupsMenu.Display()); // Display (new Menu(menuItems, "SOCIALIZE:", cursorPosition)).Display(); }
private void DisplayStats() { /* * [] 100 [] 200 [] 100 */ // Access player instance Player player = Program.Player; // Access player's village manager. Cache it since we will use it twice PlayerVillage villageManager = player.VillagesManager; // Stats Y position int posY = ResolutionHandler.GetResolution(1) - 4; // Space gap between elements string elementsGap = new string(' ', 4); // Declare hud elements string[] elements = { $"Money: ${NumberConvertor.ShortenNumber(player.MoneyManager.Money)}", $"Protection: {player.Stats.DefenseProcent}%", $"Speed: {player.Stats.MovementSpeed}", $"Reputation: {villageManager.GetReputation()}/{villageManager.CurrentVillage.MaxReputation}" }; // string elements = string.Join(string.Empty, $"", elementsGap, $"🛡️ 4.1%", elementsGap, $"🧑 35/1500"); // Convert hud elements array to string string elementsString = string.Join(new string(' ', 8), elements); // Calculate position (center) int posX = ResolutionHandler.GetResolution(0) / 2 - elementsString.Length / 2; // Set cursor position Console.SetCursorPosition(posX, posY); // Output Console.WriteLine(elementsString); }