Пример #1
0
 public GameDataManager_DataStore()
 {
     lastScene                 = SceneIDType.OverworldScene;
     yourTownName              = "Citysburg";
     fakeTownNames             = new string[] { "Town A", "Town No. 2", "Tertiary Town" };
     pendingUpgrade_Docks      = false;
     pendingUpgrade_Mason      = false;
     pendingUpgrade_Sawmill    = false;
     pendingUpgrade_Smith      = false;
     unlock_sovSpe_CalledShots = false;
     unlock_sovSpe_HammerSmash = false;
     unlock_sovSpe_Protect     = false;
     adventureLevel            = 0;
     buildingLv_Docks          = 0;
     buildingLv_Mason          = 0;
     buildingLv_Sawmill        = 0;
     buildingLv_Smith          = 0;
     buildingLv_WizardsTower   = 1;
     nextRandomAdventureAnte   = 2;
     resBricks                 = 0;
     resBricks_max             = 999; // we actually recalc these immediately, lol
     resBricks_maxUpgrades     = 0;
     resMetal              = 0;
     resMetal_max          = 999;
     resMetal_maxUpgrades  = 0;
     resPlanks             = 0;
     resPlanks_max         = 999;
     resPlanks_maxUpgrades = 0;
     resMana     = 0;
     resMana_max = manaCap;
     pendingUpgradeTimer_Docks    = 0;
     pendingUpgradeTimer_Mason    = 0;
     pendingUpgradeTimer_Sawmill  = 0;
     pendingUpgradeTimer_Smith    = 0;
     lastInspectedAdventurerIndex = 0;
     partyAdventurer0Index        = 0;
     partyAdventurer1Index        = 1;
     partyAdventurer2Index        = 2;
     sovereignFirstName           = "Dude";
     sovereignLastName            = "Huge";
     housingLevel        = 0;
     housingUnitUpgrades = new bool[housingLevelCap];
     houseAdventurers    = new Adventurer[housingLevelCap];
     for (int i = 0; i < houseAdventurers.Length; i++)
     {
         houseAdventurers[i] = new Adventurer();
     }
     sovereignAdventurer     = new Adventurer();
     sovereignTactic         = BattlerAction.GetBehindMe;
     sovereignSkill          = AdventurerSpecial.None;
     sovereignMugshot        = AdventurerMugshot.Sovereign0;
     progressionFlags        = 0;
     buyable0                = null;
     buyable1                = null;
     unlockedMysticPromotes  = MysticPromotes.None;
     unlockedWarriorPromotes = WarriorPromotes.None;
     peddlerIsPresent        = false;
     peddlerPrice            = 25;
 }
Пример #2
0
 public void SetFlag(ProgressionFlags flag, bool unset = false)
 {
     if (unset)
     {
         dataStore.progressionFlags &= ~flag;
     }
     else
     {
         dataStore.progressionFlags |= flag;
     }
 }
Пример #3
0
        internal static XElement GetFlagsSaveElement(ProgressionFlags flags)
        {
            var result     = new XElement("Flags");
            var flagsBuild = new StringBuilder();

            foreach (var flag in flags.Flags)
            {
                flagsBuild.Append(flag.Replace(",", "[%%COMMAREPLACED%%]"));
                flagsBuild.Append(",");
            }
            if (flagsBuild.Length > 0)
            {
                flagsBuild.Length--;
            }
            result.SetValue(flagsBuild.ToString());
            return(result);
        }
Пример #4
0
 public bool HasFlag(ProgressionFlags flag)
 {
     return((dataStore.progressionFlags & flag) == flag);
 }