Пример #1
0
    /// <summary>Method called externally through buttons to set the class stats for the selected character</summary>
    /// <param name="startingClass_">The reference to the ClassSelectorButton to use for the character</param>
    public void SetClassOfSelectedCharacter(ClassSelectorButton startingClass_)
    {
        //Setting the class stats to the character of the index we already have selected
        switch (this.selectedCharIndex)
        {
        case 0:
            this.char0ClassStats         = startingClass_;
            this.char0ClassNameText.text = startingClass_.classNameText.text;
            break;

        case 1:
            this.char1ClassStats         = startingClass_;
            this.char1ClassNameText.text = startingClass_.classNameText.text;
            break;

        case 2:
            this.char2ClassStats         = startingClass_;
            this.char2ClassNameText.text = startingClass_.classNameText.text;
            break;

        case 3:
            this.char3ClassStats         = startingClass_;
            this.char3ClassNameText.text = startingClass_.classNameText.text;
            break;

        default:
            break;
        }
    }
Пример #2
0
    /// <summary>Displays information about the given class</summary>
    /// <param name="classRef_">The ClassSelectorButton that contains the info to display</param>
    public void DisplayClassInfo(ClassSelectorButton classRef_)
    {
        this.classNameText.text = classRef_.classNameText.text;

        //The string that will be displayed in the classInfoText
        string textToDisplay = classRef_.classDescription;

        //Displaying all of the equipment
        textToDisplay += "\n\n    - Equipment -\n";
        if (classRef_.mainHandWeapon != null)
        {
            textToDisplay += "Main-hand weapon: " + classRef_.mainHandWeapon.gameObject.name + "\n";
        }
        if (classRef_.offHandWeapon != null)
        {
            textToDisplay += "Off-hand weapon: " + classRef_.offHandWeapon.gameObject.name + "\n";
        }
        if (classRef_.helmArmor != null)
        {
            textToDisplay += "Helm: " + classRef_.helmArmor.gameObject.name + "\n";
        }
        if (classRef_.bodyArmor != null)
        {
            textToDisplay += "Armor: " + classRef_.bodyArmor.gameObject.name + "\n";
        }
        if (classRef_.trinketArmor != null)
        {
            textToDisplay += "Trinket: " + classRef_.trinketArmor.gameObject.name + "\n";
        }

        //Displaying all of the inventory items
        if (classRef_.inventoryItems.Count > 0)
        {
            textToDisplay += "\n    - Items -\n";
            for (int i = 0; i < classRef_.inventoryItems.Count; i++)
            {
                textToDisplay += classRef_.inventoryItems[i].itemNameID + "\n";
            }
        }

        //Displaying the class actions
        textToDisplay += "\n    - Actions -\n";
        for (int a = 0; a < classRef_.classActions.Count; a++)
        {
            textToDisplay += classRef_.classActions[a].actionName + "\n";
        }

        //Displaying the class perks
        textToDisplay += "\n    - Perks -\n";
        for (int p = 0; p < classRef_.classPerks.Count; p++)
        {
            textToDisplay += classRef_.classPerks[p].perkNameID + "\n";
        }

        //Displaying the bonus starting HP
        textToDisplay += "\n    - Stats -\n";
        if (classRef_.bonusHP > -1)
        {
            textToDisplay += "Hit Points: +" + classRef_.bonusHP;
        }
        else
        {
            textToDisplay += "Hit Points: -" + classRef_.bonusHP;
        }

        this.classInfoText.text = textToDisplay;
    }