//public SavedDatabase<Race> raceDB; //public SavedDatabase<Job> JobDB; //public SavedDatabase<Shop> ShopDB; public ContentLibrary(string libraryName) { this.libraryName = libraryName; this.lib_fp = libraryName + ".cont"; // move this to the filepath class actorDB = new SavedDatabase <ActorData>(); skillDatabase = new SavedDatabase <Skill>(); //effectDatabase = new SavedDatabase<TileEffect>(); buffDatabase = new SavedDatabase <Buff>(); //raceDB = new SavedDatabase<Race>(); disciplineDB = new SavedDatabase <Discipline>(); //JobDB = new SavedDatabase<Job>(); TalentDB = new SavedDatabase <Talent>(); // MapEnchantmentsDB = new SavedDatabase<MapEnchantment>(); // mapDB = new SavedDatabase<MapDataModel>(); // currentTileDatabase = new TileDatabase(); // itemDB = new SavedDatabase<Item>(); // tileEffectMap = new PropertyTagMap<int, TileEffect>(); // skillEffectMap = new PropertyTagMap<float, ResistanceLevel>(); // missionHandler = new MissionHandler(); // ShopDB = new SavedDatabase<Shop>(); }
public void InitBuffPanel() { creationManager.SetCurrentActiveObject(this.gameObject); buffDB = creationManager.currentCampaign.contentLibrary.buffDatabase; PrintList(); }
public MissionHandler() { //avaliableMissions = new List<Mission>(); missionDB = new SavedDatabase <Mission>(); flags = new Dictionary <string, List <string> >(); completedMissions = new List <string>(); MissionsAccepted = new List <string>(); }
public void PopulateMapNames() { mapNames.text = ""; db = Globals.campaign.GetMapDataContainer().mapDB; string[] d = db.DbKeys(); for (int i = 0; i < d.Length; i++) { mapNames.text += d[i] + "\n"; } }
public void SaveMap() { string mapName = mapNameField.text; SavedDatabase <MapDataModel> mdb = currCampaign.GetMapDataContainer().mapDB; if (mdb.database.ContainsKey(mapName)) { mdb.database.Remove(mapName); } mdb.AddEntry(mapDataModel); SaveLoadManager.Savecampaign(currCampaign); }
void PopulateItemList() { ClearButtons(); SavedDatabase <Item> itemdb = Globals.campaign.GetAllItems(); foreach (string key in currShop.AvaliableItemKeys) { Item i = itemdb.GetCopy(key); CreateItemButton(i); } ItemContainer.AdjustContentLength(); ItemContainer.buttonConatiner.SelectFirst(); }
private void PrintBoard() { GameObject go = Resources.Load <GameObject>(FilePath.TilePrefab); SavedDatabase <TileTypes> tiles = Globals.campaign.GetTileData().Tiles; int sizeX = baseMap.sizeX; int sizeY = baseMap.sizeY; pathfinding = new Pathfinding(sizeX, sizeY); for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { // Heres where we'll probably adjust the height map stuff GameObject temp = Instantiate(go, transform); TileData data = new TileData(x, y); // Creating new tile types // We have to rework how maps are saved TileTypes types = tiles.GetCopy(baseMap.tileBoard[x, y]); Tile newTile = temp.GetComponent <Tile>(); temp.GetComponent <Tile>().InitTile(data, types); pathfinding.AddTile(newTile, x, y); temp.transform.position = Globals.GridToWorld(x, y); temp.GetComponent <SpriteRenderer>().sprite = atlas.GetSprite(types.spriteFilePath); temp.name = x + " " + y; } } pathfinding.PopulateNieghbors(); }
public void SetCutsceneDatabase(SavedDatabase <CutScene> db) { CutsceneDataContainer.cutsceneDatabase = db; }
public MapDataContainer() { mapDB = new SavedDatabase <MapDataModel>(); MapEnchantmentsDB = new SavedDatabase <MapEnchantment>(); }
public CutsceneDataContianer() { cutsceneDatabase = new SavedDatabase <CutScene>(); missionHandler = new MissionHandler(); barDatabase = new SavedDatabase <Bar>(); }
public JobsDataContainer() { raceDB = new SavedDatabase <Race>(); JobDB = new SavedDatabase <Job>(); }
public void InitTilePanel(Campaign c) { currTileTypes = c.GetTileData().Tiles; PrintButtons(); }
protected virtual void OnSavedDatabase() { SavedDatabase?.Invoke(this, EventArgs.Empty); }
void GenerateBoard() { GameObject go = Resources.Load <GameObject>(FilePath.TilePrefab); SavedDatabase <TileTypes> tileDB = Globals.campaign.GetTileData().Tiles; int sizeX = currMap.sizeX; int sizeY = currMap.sizeY; pathfinding = new Pathfinding(sizeX, sizeY); EffectBoard = new TileEffectSprite[sizeX, sizeY]; for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { //Heres where we'll probably adjust the height map stuff GameObject temp = Instantiate(go, transform); TileData data = new TileData(x, y); // maybe we should create a new board that will just replace the board in the current // map? TileTypes types = tileDB.GetCopy(currMap.tileBoard[x, y]); //currMap.tileBoard[x, y] = types; Tile newTile = temp.GetComponent <Tile>(); temp.GetComponent <Tile>().InitTile(data, types); pathfinding.AddTile(newTile, x, y); // temp.transform.position = Globals.HeightCorrectedPosition(pathfinding.tiles[x, y]); temp.transform.position = Globals.GridToWorld(x, y); temp.GetComponent <SpriteRenderer>().sprite = atlas.GetSprite(types.spriteFilePath); temp.name = x + " " + y; // we create a concection between the tile effects on the map and the } } if (currentMission.started == false) { foreach (Tuple <MapCoords, List <string> > key in currentMission.initTileEffects) { int x = key.ele1.X; int y = key.ele1.Y; List <TileEffect> effects = new List <TileEffect>(); foreach (string s in key.ele2) { effects.Add(Globals.campaign.GetTileData().Effects.GetCopy(s)); } pathfinding.tiles[x, y].tileEffects = effects; pathfinding.tiles[x, y].InitTileEffect(); pathfinding.tiles[x, y].InitTileEffectsVisuals(); pathfinding.tiles[x, y].ProcessEffectQueue(); } } pathfinding.PopulateNieghbors(); }
public TileDatabaseContainer() { Tiles = new SavedDatabase <TileTypes>(); Effects = new SavedDatabase <TileEffect>(); }
public ItemDataContainer() { itemDB = new SavedDatabase <Item>(); ShopDB = new SavedDatabase <Shop>(); }