Пример #1
0
        /// <inheritdoc />
        public Weapon Convert(ItemDTO value, object state)
        {
            var entity = new GreatSword();

            this.Merge(entity, value, state);
            return(entity);
        }
Пример #2
0
    void Start()
    {
        inc = 0;


        //GameManager.testSettingWeapons();

        LongSword  longSword  = new LongSword();
        GreatSword greatSword = new GreatSword();

        //GameManager.weaponsCollection.Add("LongSword", longSword);
        //  GameManager.weaponsCollection.Add("GreatSword", greatSword);

        // sr = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\InteractableWeapons.txt");
        // sr1 = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\InteractableArmor.txt");
        sr2  = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\InteractableItems.txt");
        line = sr2.ReadToEnd();

        string[] splitText = line.Split('\t');

        for (int i = 0; i < 30; i++)
        {
            itemCollection.Add(splitText[i], splitText[i + 1]);
            i++;
            i++;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        gameManager = GameObject.FindObjectOfType <GameManager>();
        plate       = new Plate();
        leather     = new Leather();

        gameManager.getSkills();
        gameManager.getStat();
        gameManager.showCharacterStats();

        armorArray = new Object[2] {
            plate, leather
        };

        greatSword = new GreatSword();
        longSword  = new LongSword();

        // GameManager.setWeapon(longSword);
        GameManager.setWeapon(greatSword);
        //GameManager.weaponInventory.Add(longSword);
        //GameManager.weaponInventory.Add(greatSword);
        GameManager.setArmor(plate);

        animator = GetComponent <Animator>();

        damage  = 0;
        isValid = true;
        counter = 0;

        enemyDamage = new Dictionary <string, double>();
        enemyObject = new Dictionary <string, GameObject>();
        enemyArmor  = new Dictionary <string, EnemyArmor>();
        enemyWeapon = new Dictionary <string, EnemyWeapon>();

        for (int i = 0; i < 3; i++)
        {
            skeletonArray[i] = new Skeleton("Skeleton" + i, 20); //= new Skeleton(i);


            gameObjectArray[i]      = (GameObject)Instantiate(skeletonObject, new Vector3(i * 2, 2, 0), transform.rotation);
            gameObjectArray[i].name = "Skeleton" + i;


            enemyDamage.Add(skeletonArray[i].Name, skeletonArray[i].Health);
            enemyObject.Add(skeletonArray[i].Name, gameObjectArray[i]);
            enemyArmor.Add(skeletonArray[i].Name, skeletonArray[i].setArmor(leather));
            enemyWeapon.Add(skeletonArray[i].Name, skeletonArray[i].setWeapon(longSword));
        }

        gameManager.getStat();

        //for (int i = 0; i < GameManager.Stats.Length; i++)
        //{
        //    Debug.Log("Stat " + i + ": " + GameManager.Stats[i]);
        //}
    }
Пример #4
0
    // Start is called before the first frame update
    void Start()
    {
        GameManager.setWeaponsInChest();


        srWeapon = new StreamReader("C:\\Users\\Apozharsky\\Documents\\cvtcClasses\\Semester3\\GameDevelopment\\DungeonCrawler\\Assets\\TextFiles\\GeneralTextFiles\\ChestWeapons.txt");
        //srArmor = new StreamReader("");
        //srItem = new StreamReader("");

        line = srWeapon.ReadToEnd();

        // GameManager.testSettingWeapons();

        LongSword  longSword  = new LongSword();
        GreatSword greatSword = new GreatSword();
        Dagger     dagger     = new Dagger();

        string[] splitWeapon = new string[3] {
            "LongSword", "GreatSword", "Dagger"
        };
        string[] splitArmor = line.Split('\t');
        string[] splitItem  = line.Split('\t');

        weaponsCollection.Add("LongSword", longSword);
        weaponsCollection.Add("GreatSword", greatSword);
        weaponsCollection.Add("Dagger", dagger);

        weaponsArray[0] = weaponsCollection["LongSword"];
        weaponsArray[1] = weaponsCollection["GreatSword"];
        weaponsArray[2] = weaponsCollection["Dagger"];


        for (int i = 0; i < splitWeapon.Length; i++)
        {
            Debug.Log(splitWeapon[i]);
        }

        inc = 2;

        for (int i = 0; i < GameManager.weaponsCollection.Count; i++)
        {
            //   Debug.Log("Is inside the array: " + GameManager.weaponsCollection["LongSword"].Name);
            //   Debug.Log("Is inside the array: " + GameManager.weaponsCollection["GreatSword"].Name);
            //   Debug.Log("Is inside the array: " + GameManager.weaponsCollection["Dagger"].Name);
        }

        for (int i = 0; i < inc; i++)
        {
            // Debug.Log("Found Weapon: " + GameManager.weaponsArray[i].Name);
        }
    }
Пример #5
0
    static public void testSettingWeapons()
    {
        LongSword  longSword  = new LongSword();
        GreatSword greatSword = new GreatSword();
        Dagger     dagger     = new Dagger();

        Plate   plate   = new Plate();
        Leather leather = new Leather();

        //setWeapon(longSword, "LongSword");
        //setWeapon(greatSword, "GreatSword");
        //setWeapon(dagger, "Dagger");

        armorCollection.Add("Plate", plate);
        armorCollection.Add("Leather", leather);
    }
Пример #6
0
 // Implement this method in a buddy class to set properties that are specific to 'GreatSword' (if any)
 partial void Merge(GreatSword entity, ItemDTO dto, object state);
Пример #7
0
    private void Start()
    {
        LongSword  longSword  = new LongSword();
        GreatSword greatSword = new GreatSword();
        Dagger     dagger     = new Dagger();

        Plate   plate   = new Plate();
        Leather leather = new Leather();

        LockPick lockPick = new LockPick();
        Book     book     = new Book();

        weaponsArray1.Add(new LongSword());
        weaponsArray1.Add(new GreatSword());
        weaponsArray1.Add(new LongSword());
        weaponsArray1.Add(new GreatSword());
        weaponsArray1.Add(new Dagger());

        playerWeaponsArray.Add(new LongSword());
        playerWeaponsArray.Add(new GreatSword());

        //itemCollection.Add("LongSword", longSword);
        //itemCollection.Add("GreatSword", greatSword);
        //itemCollection.Add("Dagger", dagger);
        //itemCollection.Add("Plate", plate);
        //itemCollection.Add("Plate", leather);

        // Sets up weapons to be stored inside weaponsCollection dictionary
        weaponsSelection = new string[3] {
            "LongSword", "GreatSword", "Dagger"
        };
        armorSelection = new string[2] {
            "Plate", "Leather"
        };
        itemSelection = new string[2] {
            "LockPick", "Book"
        };

        weaponsCollection.Add("LongSword", longSword);
        weaponsCollection.Add("GreatSword", greatSword);
        weaponsCollection.Add("Dagger", dagger);

        armorCollection.Add("Plate", plate);
        armorCollection.Add("Leather", leather);

        itemCollection.Add("LockPick", lockPick);
        itemCollection.Add("Book", book);

        //setWeapon(longSword,"LongSword");
        //setWeapon(greatSword, "GreatSword");
        //setWeapon(dagger, "Dagger");

        //armorCollection[0] = plate;
        //armorCollection[1] = leather;

        //weaponsArray[0] = weaponsCollection["LongSword"];
        //weaponsArray[1] = weaponsCollection["GreatSword"];
        //weaponsArray[2] = weaponsCollection["Dagger"];

        //Debug.Log("Weapon in gameManager: " + weaponsArray[0].Cost);
        //Debug.Log("Weapon in gameManager: " + weaponsArray[1].Cost);
        //Debug.Log("Weapon in gameManager: " + weaponsArray[2].Cost);
    }
Пример #8
0
    //static public void setWeapon<W>(W iWeapon, string wName) where W : IWeapon
    //{
    //    weaponsCollection.Add(wName, iWeapon);
    //}


    void setWeapons()
    {
        // Stores names for searching in dictionary

        // Classes objects used in dictionary
        Plate   plate   = new Plate();
        Leather leather = new Leather();

        LongSword  longSword  = new LongSword();
        GreatSword greatSword = new GreatSword();
        Dagger     dagger     = new Dagger();

        LockPick lockPick = new LockPick();
        Book     book     = new Book();

        weaponsSelection = new string[3] {
            "LongSword", "GreatSword", "Dagger"
        };
        armorSelection = new string[2] {
            "Plate", "Leather"
        };
        itemSelection = new string[2] {
            "LockPick", "Book"
        };
        genericSelection = new string[3] {
            "LongSword", "Plate", "LockPick"
        };

        // genericCollection.Add("LongSword", longSword);
        // genericCollection.Add("Plate", plate);
        genericCollection.Add("LockPick", lockPick);

        // Add objects to each respective dictionary
        weaponsCollection.Add("LongSword", longSword);
        weaponsCollection.Add("GreatSword", greatSword);
        weaponsCollection.Add("Dagger", dagger);

        armorCollection.Add("Plate", plate);
        armorCollection.Add("Leather", leather);

        itemCollection.Add("LockPick", lockPick);
        itemCollection.Add("Book", book);


        // Add items into chest array based on dictionary keys found in the selection arrays
        for (int i = 0; i < weaponsCollection.Count; i++)
        {
            weaponsArray[i] = weaponsCollection[weaponsSelection[System.Convert.ToInt32(Random.Range(0, weaponsCollection.Count))]];
        }
        for (int i = 0; i < armorCollection.Count; i++)
        {
            armorArray[i] = armorCollection[armorSelection[System.Convert.ToInt32(Random.Range(0, armorCollection.Count))]];
        }
        for (int i = 0; i < itemCollection.Count; i++)
        {
            itemArray[i] = itemCollection[itemSelection[System.Convert.ToInt32(Random.Range(0, itemCollection.Count))]];
        }
        for (int i = 0; i < itemCollection.Count; i++)
        {
            genericArray[i] = genericCollection[genericSelection[System.Convert.ToInt32(Random.Range(0, genericCollection.Count))]];
        }
    }
Пример #9
0
        public static void Weapon()
        {
            string prefixName;
            int    prefixValue;
            string prefixStat;

            (prefixName, prefixStat, prefixValue) = Prefix.Generate("Weapon");

            string suffixName;
            string suffixStat;
            int    suffixValue;

            (suffixName, suffixStat, suffixValue) = Suffix.Generate("Weapon");


            int _weaponType = random.Next(1, 27); //26 weapons

            switch (_weaponType)
            {
            case 1:
                Axe axe = new Axe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                // Console.WriteLine("prefixName: " + prefixName + ", prefixStat: " + prefixStat + ", prefixValue: " + prefixValue + ", suffixName: " + suffixName + ", suffixStat: " + suffixStat + ", suffixVallue: " + suffixValue);
                axe.WeaponAddToInventory();
                break;

            case 2:
                BastardSword bastardSword = new BastardSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                bastardSword.WeaponAddToInventory();
                break;

            case 3:
                BattleAxe battleAxe = new BattleAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                battleAxe.WeaponAddToInventory();
                break;

            case 4:
                Blade blade = new Blade(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                blade.WeaponAddToInventory();
                break;

            case 5:
                BroadAxe broadAxe = new BroadAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                broadAxe.WeaponAddToInventory();
                break;

            case 6:
                BroadSword broadSword = new BroadSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                broadSword.WeaponAddToInventory();
                break;

            case 7:
                Claymore claymore = new Claymore(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                claymore.WeaponAddToInventory();
                break;

            case 8:
                Club club = new Club(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                club.WeaponAddToInventory();
                break;

            case 9:
                Dagger dagger = new Dagger(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                dagger.WeaponAddToInventory();
                break;

            case 10:
                Falchion falchion = new Falchion(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                falchion.WeaponAddToInventory();
                break;

            case 11:
                Flail flail = new Flail(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                flail.WeaponAddToInventory();
                break;

            case 12:
                GreatAxe greatAxe = new GreatAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                greatAxe.WeaponAddToInventory();
                break;

            case 13:
                GreatSword greatSword = new GreatSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                greatSword.WeaponAddToInventory();
                break;

            case 14:
                LargeAxe largeAxe = new LargeAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                largeAxe.WeaponAddToInventory();
                break;

            case 15:
                LongSword longSword = new LongSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                longSword.WeaponAddToInventory();
                break;

            case 16:
                Mace mace = new Mace(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                mace.WeaponAddToInventory();
                break;

            case 17:
                Maul maul = new Maul(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                maul.WeaponAddToInventory();
                break;

            case 19:
                MorningStar morningStar = new MorningStar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                morningStar.WeaponAddToInventory();
                break;

            case 20:
                Sabre sabre = new Sabre(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                sabre.WeaponAddToInventory();
                break;

            case 21:
                Scimitar scimitar = new Scimitar(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                scimitar.WeaponAddToInventory();
                break;

            case 22:
                ShortSword shortSword = new ShortSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                shortSword.WeaponAddToInventory();
                break;

            case 23:
                SmallAxe smallAxe = new SmallAxe(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                smallAxe.WeaponAddToInventory();
                break;

            case 24:
                SpikedClub spikedClub = new SpikedClub(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                spikedClub.WeaponAddToInventory();
                break;

            case 25:
                TwoHandedSword twoHandedSword = new TwoHandedSword(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                twoHandedSword.WeaponAddToInventory();
                break;

            case 26:
                WarHammer warHammer = new WarHammer(prefixName, prefixStat, prefixValue, suffixName, suffixStat, suffixValue);
                warHammer.WeaponAddToInventory();
                break;
            }
        }