Exemplo n.º 1
0
Arquivo: Stats.cs Projeto: Deus0/zoxel
        public SerializeableStats GetSerializeableClone()
        {
            SerializeableStats myClone = new SerializeableStats();

            myClone.stats      = stats.ToArray();
            myClone.states     = states.ToArray();
            myClone.regens     = regens.ToArray();
            myClone.attributes = attributes.ToArray();
            myClone.levels     = levels.ToArray();
            return(myClone);
        }
Exemplo n.º 2
0
        public SerializableDialogueTree GetSerializeableClone()
        {
            SerializableDialogueTree clone = new SerializableDialogueTree();

            clone.id       = id;
            clone.branches = new DialogueBranch.SerializeableDialogueBranch[branches.Length];
            var normalBranches = branches.ToArray();

            for (int i = 0; i < branches.Length; i++)
            {
                clone.branches[i] = normalBranches[i].GetSerializeableClone();
            }
            return(clone);
        }
Exemplo n.º 3
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        public string GetJson()
        {
            SerializeableSkills myClone = new SerializeableSkills();

            myClone.skills = skills.ToArray();
            return(UnityEngine.JsonUtility.ToJson(myClone));
        }
Exemplo n.º 4
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        public SerializeableItem GetSerializeableClone()
        {
            var clone = new SerializeableItem();

            clone.id       = id;
            clone.offset   = offset;
            clone.maleSlot = maleSlot;
            var femaleSlotsArray = femaleSlots.ToArray();

            clone.femaleSlots = new EquipSlot[femaleSlots.Length];
            for (int i = 0; i < femaleSlotsArray.Length; i++)
            {
                clone.femaleSlots[i] = femaleSlotsArray[i];
            }
            var femaleOffsetsArray = femaleOffsets.ToArray();

            clone.femaleOffsets = new int3[femaleOffsetsArray.Length];
            for (int i = 0; i < femaleOffsetsArray.Length; i++)
            {
                clone.femaleOffsets[i] = femaleOffsetsArray[i];
            }
            var femaleModifiersArray = femaleModifiers.ToArray();

            clone.femaleModifiers = new byte[femaleModifiersArray.Length];
            for (int i = 0; i < femaleModifiersArray.Length; i++)
            {
                clone.femaleModifiers[i] = femaleModifiersArray[i];
            }
            return(clone);
        }
Exemplo n.º 5
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        public string GetJson()
        {
            SerializeableQuestLog myClone = new SerializeableQuestLog();

            myClone.quests = quests.ToArray();
            return(UnityEngine.JsonUtility.ToJson(myClone));
        }
Exemplo n.º 6
0
        public byte                       updated; // if need update this ui
        // how many for objectives it has
        //public int targetID;
        //public int completed;

        public int GetCompleted()
        {
            int completed = 0;

            foreach (QuestBlock block in blocks.ToArray())
            {
                completed += block.completed;
            }
            return(completed);
        }
Exemplo n.º 7
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 public void AddPlayerCharacter(int characterID)
 {
     int[] previousPlayers = spawnedPlayerIDs.ToArray();
     if (spawnedPlayerIDs.Length > 0)
     {
         spawnedPlayerIDs.Dispose();
     }
     spawnedPlayerIDs = new BlitableArray <int>(previousPlayers.Length + 1, Unity.Collections.Allocator.Persistent);
     for (int i = 0; i < previousPlayers.Length; i++)
     {
         spawnedPlayerIDs[i] = previousPlayers[i];
     }
     spawnedPlayerIDs[spawnedPlayerIDs.Length - 1] = characterID;
 }
Exemplo n.º 8
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        public void Initialize(List <Entity> entities, List <float3> positions, List <Entity> newParents)
        {
            // should find closest in certain directions
            // if nothing in that direction dont add that direction
            // create navigation based no positions
            // top left is start of navigation
            List <NavigateUIElement> newNavigationElements = new List <NavigateUIElement>();

            if (positions.Count == 1)
            {
                NavigateUIElement element = new NavigateUIElement();
                //element.previousPosition = positions[0];
                element.targetPosition = positions[0];
                element.direction      = 0;
                element.ui             = newParents[0];
                //element.arrayIndex = 0;
                element.entity = entities[0];
                newNavigationElements.Add(element);
            }
            else
            {
                for (int i = 0; i < positions.Count; i++)
                {
                    // up
                    newNavigationElements = AddNavigationUI(entities, newParents, newNavigationElements, positions,
                                                            positions[i], i, 2, 10000);
                    // down
                    newNavigationElements = AddNavigationUI(entities, newParents, newNavigationElements, positions,
                                                            positions[i], i, 3, -10000);
                    // left
                    newNavigationElements = AddNavigationUI(entities, newParents, newNavigationElements, positions,
                                                            positions[i], i, 1, -10000);
                    // right
                    newNavigationElements = AddNavigationUI(entities, newParents, newNavigationElements, positions,
                                                            positions[i], i, 0, 10000);
                }
            }
            NavigateUIElement[] originalNavigationElements = navigationElements.ToArray();
            navigationElements = new BlitableArray <NavigateUIElement>(originalNavigationElements.Length + newNavigationElements.Count, Unity.Collections.Allocator.Persistent);
            for (int i = 0; i < originalNavigationElements.Length; i++)
            {
                navigationElements[i] = originalNavigationElements[i];
            }
            for (int i = 0; i < newNavigationElements.Count; i++)
            {
                navigationElements[i + originalNavigationElements.Length] = newNavigationElements[i];
            }
            //UnityEngine.Debug.LogError("Initialized " + navigationElements.Length + " with navigateUIElement.");
        }
Exemplo n.º 9
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 public void DestroyLetters(EntityManager entityManager)
 {
     if (letters.Length > 0)
     {
         Entity[] entities = letters.ToArray();
         foreach (Entity e in entities)
         {
             if (entityManager.Exists(e))
             {
                 entityManager.DestroyEntity(e);
             }
         }
         letters.Dispose();
     }
 }
Exemplo n.º 10
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        public void AddNewBodyPart(int bodyPartIndex, int slotIndex, Item item)
        {
            var oldBodyParts = body.ToArray();

            body = new BlitableArray <EquipmentItem>(oldBodyParts.Length + 1, Allocator.Persistent);
            for (int i = 0; i < oldBodyParts.Length; i++)
            {
                body[i] = oldBodyParts[i];
            }
            var bodyPart = new EquipmentItem();

            bodyPart.data             = item;
            bodyPart.bodyIndex        = bodyPartIndex;
            bodyPart.slotIndex        = slotIndex;
            body[oldBodyParts.Length] = bodyPart;
            dirty = 1;
        }
Exemplo n.º 11
0
        public void DestroyEntity(EntityManager EntityManager, int index)
        {
            DestroChildAtIndex(EntityManager, index);
            var children_ = children.ToArray();

            children = new BlitableArray <Entity>(children.Length - 1, Allocator.Persistent);
            for (int i = 0; i < children.Length; i++)
            {
                if (i < index)
                {
                    children[i] = children_[i];
                }
                else
                {
                    children[i] = children_[i + 1];
                }
            }
        }