Пример #1
0
    // Use this for initialization
    void Start()
    {
        newPlayer.PlayerLevel = 1;
        WDB = Resources.Load("WeaponDB") as ISWeaponDatabase;

        ADB = Resources.Load("ArmorDB") as ISArmorDatabase;
    }
Пример #2
0
 public void OnEnable()
 {
     if (db == null)
     {
         db = ISArmorDatabase.GetDatabase <ISArmorDatabase> (dbPath, dbName);
     }
 }
 public void OnEnable()
 {
     if (Database == null)
     {
         Database = ISArmorDatabase.GetDatabase <ISArmorDatabase> (DATABASE_PATH, DatabaseName);
     }
 }
Пример #4
0
 void Awake()
 {
     PDB       = Resources.Load("PotionDB") as ISPotionDatabase;
     WDB       = Resources.Load("WeaponDB") as ISWeaponDatabase;
     ADB       = Resources.Load("ArmorDB") as ISArmorDatabase;
     _Animator = GetComponent <Animator> ();
     W_ItemID  = Random.Range(0, WDB.Count);
     A_ItemID  = Random.Range(0, ADB.Count);
     P_ItemID  = Random.Range(0, PDB.Count);
     _Animator.SetBool("_Open", PlayerUIManager.loot_enabled);
 }
Пример #5
0
    public void Start()
    {
        //Upon Game Start Initilaizes the Databases
        PDB = Resources.Load("PotionDB") as ISPotionDatabase;

        WDB = Resources.Load("WeaponDB") as ISWeaponDatabase;

        ADB = Resources.Load("ArmorDB") as ISArmorDatabase;

//			if (!AlphaMenu.NewGame & !AlphaMenu.HaveLoaded) {
//			GameInformation.Max_Expertise_Points = 1000;
//			GameInformation.InventoryArmors = new List<Armor> ();
//			GameInformation.InventoryWeapons = new List<Weapon> ();
//		    GameInformation.InventoryPotions = new List<Potion> ();
//			GameInformation.Inv_A_T = 0;
//			GameInformation.Stat_Points = 100;
//			GameInformation.RequiredXP = 100;
//			GameInformation.PlayerLevel = 1;
//			GameInformation.PlayerName = "Tester Kyun";
//			for (int cnt = 0; cnt < 3; cnt++) {
//				ISWeapon isw = WDB.Get (cnt);
//				Weapon myweapon = new Weapon ();
//				myweapon.ItemID = cnt;
//				myweapon.Name = isw.Name;
//				myweapon.Burden = isw.ISBurden;
//				myweapon.Equipment_Slot = isw.EquipmentSlot;
//				myweapon.Min_Damage = isw.MinDamage;
//				myweapon.Durability = isw.Durability;
//				myweapon.Max_Durability = isw.MaxDurability;
//				myweapon.Value = isw.ISValue;
//				myweapon.Equipment_Element = isw.EQElement;
//				myweapon.Equipment_Type = isw.EquipmentType;
//				myweapon.Equipment_Range = isw.EquipmentRange;
//				GameInformation.InventoryWeapons.Add (myweapon);
//			}
//		}
    }
        void OnEnable()
        {
            //Primary Databases
            if(_commonItemDatabase == null)
            {
                _commonItemDatabase = ISObjectDatabase.GetDatabase<ISObjectDatabase>(DATABASE_FOLDER_NAME, COMMON_ITEMS_DATABASE_FILE_NAME);
            }
            if(_weaponDatabase == null)
            {
                _weaponDatabase = ISWeaponDatabase.GetDatabase<ISWeaponDatabase>(DATABASE_FOLDER_NAME, WEAPON_DATABASE_FILE_NAME);
            }
            if(_armorDatabase == null)
            {
                _armorDatabase = ISArmorDatabase.GetDatabase<ISArmorDatabase>(DATABASE_FOLDER_NAME, ARMOR_DATABASE_FILE_NAME);
            }

            //Prerequisite Databases
            if(_qualityDatabase == null)
            {
                _qualityDatabase = ISQualityDatabase.GetDatabase<ISQualityDatabase>(DATABASE_FOLDER_NAME, QUALITY_DATABASE_FILE_NAME);
            }
            if(_weaponTypeDatabase == null)
            {
                _weaponTypeDatabase = ISWeaponTypeDatabase.GetDatabase<ISWeaponTypeDatabase>(DATABASE_FOLDER_NAME, WEAPON_TYPE_DATABASE_FILE_NAME);
            }
            if(_attackTypeDatabase == null)
            {
                _attackTypeDatabase = ISAttackTypeDatabase.GetDatabase<ISAttackTypeDatabase>(DATABASE_FOLDER_NAME, ATTACK_TYPE_DATABASE_FILE_NAME);
            }
            if(_armorTypeDatabase == null)
            {
                _armorTypeDatabase = ISArmorTypeDatabase.GetDatabase<ISArmorTypeDatabase>(DATABASE_FOLDER_NAME, ARMOR_TYPE_DATABASE_FILE_NAME);
            }
            if(_armorLocationDatabase == null)
            {
                _armorLocationDatabase = ISArmorLocationDatabase.GetDatabase<ISArmorLocationDatabase>(DATABASE_FOLDER_NAME, ARMOR_LOCATION_DATABASE_FILE_NAME);
            }

            LoadPrereqDatabaseOptions ();
        }