public void LoadBeat(ProgressSystem progress) { foreach (var point in Points) { progress.AddPoint(point.ProgressName, point); } }
public void HardReset() { PlayerName = ""; Day = 0; Progress = new ProgressSystem(); }
public ProgressSystem(ProgressSystem copy_) { ProgressBook = new Dictionary <string, ProgressPoint>(); PlotLines = new List <Beat>(); for (int ima = 0; ima < copy_.PlotLines.Count; ++ima) { PlotLines.Add(new Beat(copy_.PlotLines[ima], this)); } Objectives = new List <Task>(); ChronologicalObjectives = new List <Task>(); for (int ima = 0; ima < copy_.Objectives.Count; ++ima) { Objectives.Add(new Task(copy_.Objectives[ima])); } for (int ima = 0; ima < copy_.ChronologicalObjectives.Count; ++ima) { ChronologicalObjectives.Add(Objectives[copy_.ChronologicalObjectives[ima].Number]); } UpdatePlotLines(); }
private void HandleStartGameEvent(GameStartEventInfo gameStartEventInfo) { LocationSystem.Start(); DialogueSystem.Start(); EntitySystem.Start(); ProgressSystem.Start(); loadingScreen.SetActive(false); StartGame(gameStartEventInfo.progress); }
public Beat(Beat copy, ProgressSystem progress) { Points = new List <ProgressPoint>(); for (int i = 0; i < copy.Points.Count; ++i) { ProgressPoint point = new ProgressPoint(copy.Points[i]); Points.Add(point); progress.AddPoint(point.ProgressName, point); } }
public Game() { Day = 0; Hour = 0; PlayerName = "Sam"; CurrentRoom = Room.YourRoom; Progress = new ProgressSystem(); Self = new Personality(); Memory = new GallerySystem(); Progress.SetValue("MasterVolume", 1.0f); Progress.SetValue("BackgroundVolume", 1.0f); Progress.SetValue("SFXVolume", 1.0f); Progress.SetValue("TextSpeed", 1.0f); Progress.SetValue("week", 1); Progress.SetValue("Depression Time Dilation", true); Schedule = new List <CharacterSchedule>(); SceneList = new Dictionary <string, TimeStamp>(); CastCall = new List <CharacterIntermission>(); ScenePath = new Dictionary <string, string>(); var schedulefiller = TextParser.ToJson("Characters"); foreach (JsonData character in schedulefiller) { var Aday = new List <DaySchedule>(); for (int i = 0; i <= 7; ++i) { var hours = new DaySchedule(); //var seen = new List<bool>(); for (int j = 0; j < 24; ++j) { var lol = (Room)(int)character["Schedule"][i][j]; hours.Schedule.Add(lol); //seen.Add(false); } Aday.Add(hours); } Schedule.Add(new CharacterSchedule((string)character["Name"], Aday)); } }
//main game constructor public Beat(JsonData beatData, ProgressSystem progress) { PlotName = (string)beatData["PlotName"]; BeatName = (string)beatData["BeatName"]; BeatNumber = (int)beatData["BeatNumber"]; Points = new List <ProgressPoint>(); for (int i = 0; i < beatData["Point"].Count; ++i) { string boolName = (string)beatData["Point"][i]["Name"]; PointTypes type = (PointTypes)(int)beatData["Point"][i]["Type"]; ProgressPoint point = new ProgressPoint(boolName, type); Points.Add(point); progress.AddPoint(boolName, point); } }
public Game(Game copy_) { Day = copy_.Day; Hour = copy_.Hour; PlayerName = copy_.PlayerName; Progress = new ProgressSystem(copy_.Progress); Self = new Personality(copy_.Self); Memory = new GallerySystem(copy_.Memory); Schedule = new List <CharacterSchedule>(); SceneList = new Dictionary <string, TimeStamp>(); CastCall = new List <CharacterIntermission>(); ScenePath = new Dictionary <string, string>(); foreach (CharacterSchedule character in copy_.Schedule) { var Aday = new List <DaySchedule>(); for (int i = 0; i <= 7; ++i) { var hours = new DaySchedule(); for (int j = 0; j < 24; ++j) { var lol = character.Day[i].Schedule[j]; hours.Schedule.Add(lol); } Aday.Add(hours); } Schedule.Add(new CharacterSchedule(character.name, Aday)); } foreach (string scene in copy_.SceneList.Keys) { SceneList.Add(scene, new TimeStamp(copy_.SceneList[scene])); } for (int i = 0; i < copy_.CastCall.Count; ++i) { CastCall.Add(new CharacterIntermission(copy_.CastCall[i])); } foreach (string scene in copy_.ScenePath.Keys) { ScenePath.Add(scene, (copy_.ScenePath[scene])); } StorySave.Overwrite(copy_.StorySave); CurrentRoom = copy_.CurrentRoom; CurrentTimeBlock = copy_.CurrentTimeBlock; DrainEnergy = copy_.DrainEnergy; InCurrentStory = copy_.InCurrentStory; CurrentStory = copy_.CurrentStory; CurrentNode = copy_.CurrentNode; CurrentBackdrop = copy_.CurrentBackdrop; CurrentCG = copy_.CurrentCG; CGCalls = new List <string>(); for (int i = 0; i < copy_.CGCalls.Count; ++i) { CGCalls.Add(copy_.CGCalls[i]); } SavedInk = copy_.SavedInk; CurrentTrack = copy_.CurrentTrack; CurrentAmbience = copy_.CurrentAmbience; CurrentHistory = copy_.CurrentHistory; CurrentSpeaker = copy_.CurrentSpeaker; SaveStamp = copy_.SaveStamp; }