Exemplo n.º 1
0
    public List <string> equals(SlottableAnatomy other_anatomy)
    {
        List <string> mismatch = new List <string>();

        foreach (KeyValuePair <string, EquipData> a in anatomy)
        {
            EquipData mine  = a.Value;
            EquipData other = other_anatomy.anatomy[a.Key];
            if (mine == null && other == null)
            {
                continue;
            }
            if (mine == null && other != null || mine != null && other == null || mine.key != other.key)
            {
                mismatch.Add(a.Key);
            }
        }

        foreach (KeyValuePair <string, List <EquipData> > multi in multis)
        {
            List <EquipData> mine  = multi.Value;
            List <EquipData> other = other_anatomy.multis[multi.Key];

            if (mine.Count != other.Count)
            {
                mismatch.Add(multi.Key);
                break;
            }

            List <string> my_names    = new List <string>();
            List <string> other_names = new List <string>();

            foreach (EquipData x in mine)
            {
                my_names.Add(x.key);
            }

            foreach (EquipData x in other)
            {
                other_names.Add(x.key);
            }

            my_names.Sort();
            other_names.Sort();
            for (int i = 0; i < mine.Count; i++)
            {
                if (my_names[i] != other_names[i])
                {
                    mismatch.Add(multi.Key);
                    break;
                }
            }
        }

        return(mismatch);
    }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        actor         = GetComponent <UnitActor>();
        equips_loader = GetComponent <EquipsLoader>();
        anatomy       = actor.anatomy; //GetComponent<SlottableAnatomy>();
        validator     = GameObject.Find("Validator").GetComponent <SlottableAnatomy>();

        begin_test();
        print_test_result();
    }
Exemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        hex_tile     = GetComponentInParent <HexCoord>();
        tactical_map = GameObject.FindObjectOfType <TacticalMap>();

        apc_attack         = 50;
        turn_ending_attack = true;
        initialize_tooltip_dictionary();
        initialize_confirmation_dictionary();

        anatomy           = GetComponent <SlottableAnatomy>();
        actor_techs       = GetComponent <ActorTechs>();
        action_controller = GetComponent <ActionController>();
        stats             = GetComponent <Stats>();
        interaction       = GetComponent <Interaction>();

        anatomy.set_parent_actor(this);
        action_controller.set_parent_actor(this);
        stats.set_parent_actor(this);
        interaction.set_parent_actor(this);
    }