public void Init(Map i_map, WorldMissionProgress i_missionProgress) { mViewModel = i_map.ViewModel; mMap = i_map; SetModel(mViewModel); CreateMapAreas(i_missionProgress.Missions); SubscribeToMessages(); }
public void PlayerTraveledToNewArea(Dictionary <string, string> i_travelData) { MapData map = JsonConvert.DeserializeObject <MapData>(i_travelData[BackendConstants.MAP]); WorldMissionProgress progress = JsonConvert.DeserializeObject <WorldMissionProgress>(i_travelData[BackendConstants.MISSION_PROGRESS]); SendMapCompletedAnalytic(Maps[map.World]); SetMapData(map); SetMissionProgressForWorld(map.World, progress); SendTravelSuccessMessage(); }
public void PlayerResetWorld(Dictionary <string, string> i_newMapData) { MapData map = JsonConvert.DeserializeObject <MapData>(i_newMapData[BackendConstants.MAP]); WorldMissionProgress progress = JsonConvert.DeserializeObject <WorldMissionProgress>(i_newMapData[BackendConstants.MISSION_PROGRESS]); SetResources(VirtualCurrencies.GOLD, Constants.GetConstant <int>(ConstantKeys.STARTING_GOLD)); SendWorldResetAnalytic(Maps[map.World]); SetMapData(map); SetMissionProgressForWorld(map.World, progress); SendTravelSuccessMessage(); SendWorldResetSuccessMessage(); }
public int GetAreasCompletedForMap(MapData i_map) { WorldMissionProgress progress = MissionProgress[i_map.World]; return(progress.GetCompletedMissionCount()); }
public void SetMissionProgressForWorld(string i_world, WorldMissionProgress i_progress) { mMissionProgress[i_world] = i_progress; }
private void UpdateMissionProgress(string i_missionWorld, int i_missionIndex) { WorldMissionProgress missionProgress = MissionProgress[i_missionWorld]; missionProgress.Missions[i_missionIndex].Completed = true; }