public CharacterResource GetResource(CharacterResources resource) { CharacterResource result; resources.TryGetValue(resource, out result); return(result); }
static GameState() { weapons = new WeaponData[] { new WeaponData("Pistol", 2) }; characterData = new CharacterData(100, 5, weapons[0]); resources = new CharacterResources(0); }
public void SpendResource(CharacterResources resourceKey, long resourceToSpend) { if (resourceToSpend < 0) { return; } CharacterResource resource = GetResource(resourceKey); resource.CurrentAmmount -= resourceToSpend; if (resource.CurrentAmmount < 0) { resource.CurrentAmmount = 0; } Debug.LogFormat("[CharacterResources.SpendResource] Spend resource {0}, ammount to spend: {1}, new current ammount: {2}", resourceKey, resourceToSpend, resource.CurrentAmmount); }
public void ReceiveResource(CharacterResources resourceKey, long resourceToReceive) { if (resourceToReceive < 0) { return; } CharacterResource resource = GetResource(resourceKey); Debug.LogFormat("[CharacterResources.ReceiveMana] Get resource {0} ", resourceToReceive); resource.CurrentAmmount += resourceToReceive; if (resource.CurrentAmmount > resource.MaxAmmount) { resource.CurrentAmmount = resource.MaxAmmount; } Debug.LogFormat("[CharacterResources.ReceiveResource] Recieving resource {0}, ammount: {0}, new current ammount: {2}", resourceKey, resourceToReceive, resource.CurrentAmmount); }
public ModelCharacter() { Questcompleted = new ModelQuestCompleted(); Questinstances = new ModelCharacterQuestinstances(); Activetechs = new ModelCharacterTechsActive(); Capitaltechs = new ModelCharacterTechsCapital(); Protounits = new ModelCharacterProtounits(); Traits = new ModelCharacterTraits(); Inventories = new Inventories(); Capitallockedtiles = new ModelCharacterCapitallockedtiles(); Questgivers = new ModelCharacterQuestgivers(); Resources = new CharacterResources(); Availableadvisors = new ModelCharacterAdvisorsAvailable(); Assignedadvisors = new AdvisorsAssigned(); Capitalresources = new CharacterCapitalResources(); Unitstates = new CharacterUnitstates(); Configs = new CharacterConfigs(); Craftschools = new ModelCharacterCraftschools(); Designslearned = new ModelCharacterLearneddesigns(); Vanities = new ModelCharacterVanities(); Regionsunlocked = new ModelCharacterUnlockedRegions(); }
public CharacterResource(CharacterResources resource, long currentAmmount, long maxAmmount) { this.resource = resource; this.maxAmmount = maxAmmount; this.currentAmmount = currentAmmount; }
public void RemoveResource(CharacterResources resourceKey) { resources.Remove(resourceKey); }
public void AddResource(CharacterResources resourceKey, CharacterResource resource) { resources.Add(resourceKey, resource); }