public void SaveSkillRotation(List <Skill> list, string playerName) { DateTime now = DateTime.Now; String fileName = txtFileName.Text.Trim(); if (fileName.Length == 0) { fileName = "(<yyyyMMdd_HHmmss>)<name>"; } StringBuilder buf = new StringBuilder(); StringBuilder convBuf = new StringBuilder(); bool conv = false; foreach (char c in fileName) { if (c == '<') { conv = true; convBuf.Clear(); } else if (c == '>') { conv = false; String strConv = convBuf.ToString(); switch (strConv.ToUpper()) { // TODO //case "JOB": // strConv = list[0].job; // break; case "NAME": strConv = playerName; break; default: strConv = now.ToString(strConv); break; } buf.Append(strConv); } else { if (conv) { convBuf.Append(c); } else { buf.Append(c); } } } strLoadFile = buf.ToString() + ".csv"; String savePath = GetResourceFileDir() + Path.DirectorySeparatorChar + strLoadFile; SkillLoader.save(list, savePath); RefleshList(); }
public Skills() { var skillLoader = new SkillLoader(); skillLoader.Load(); skills = skillLoader.Skills; }
public void ReloadSkillRotation() { RefleshList(); String targetFile = GetResourceFileDir() + Path.DirectorySeparatorChar + strLoadFile; if (File.Exists(targetFile)) { plugin.SkillView.LoadSkill(SkillLoader.load(targetFile)); } }
// Use this for initialization void Start() { base.Start(); ColorizeMethod colorizer = colorize; make_map(23, colorizer, "SkillTile"); SkillLoader skl = GetComponent <SkillLoader>(); skl.Build(); SkillStruct ss = skl.get_struct(); apply_skills_to_hex_grid_map(ss); populate_rest(); activate_ground_zero(); }
public void InitPlugin(TabPage pluginScreenSpace, Label pluginStatusText) { skillMap = SkillLoader.load(); SkillView = new SkillView(this); ACTTabControl = new ACTTabControl(this); pluginScreenSpace.Text = Assembly.GetExecutingAssembly().GetName().Name; pluginScreenSpace.Controls.Add(ACTTabControl); ACTTabControl.InitializeSettings(); Settings = new DataManager(this); Settings.Load(); ACTTabControl.Show(); ACTTabControl.ReloadSkillRotation(); ActGlobals.oFormActMain.OnCombatStart += CombatStarted; ActGlobals.oFormActMain.OnCombatEnd += CombatEnded; ActGlobals.oFormActMain.OnLogLineRead += OnLogLineRead; }
public override void EnterState(EActionState eState) { base.EnterState(eState); if (m_bHasInit) { return; } if (m_skillLoader == null) { m_skillLoader = ConfigManager.Instance.GetLoader <SkillLoader>(); } if (m_lstFixedEffectId == null) { m_lstFixedEffectId = m_skillLoader.GetFixedEffectIdList(m_skillData.Id); } if (m_lstFixedEffectId != null && m_lstFixedEffectId.Count > 0) { for (int i = 0; i < m_lstFixedEffectId.Count; i++) { var fixedEffectLoaderData = ConfigManager.Instance.GetData <FixedEffectLoader, FixedEffectLoader.Data>(m_lstFixedEffectId[i]); GameObject m_effectObj = new GameObject("effect_" + m_skillData.ActionName + "_" + fixedEffectLoaderData.Id); m_effectObj.transform.parent = m_tk2DSpriteAnimator.transform.Find("Effect"); m_effectObj.transform.localPosition = Vector3.zero; tk2dSprite m_effectSprite = Common.GetOrAddComponent <tk2dSprite>(m_effectObj); tk2dSpriteCollectionData tk2DSpriteCollectionData = tk2dSystem.LoadResourceByName <tk2dSpriteCollectionData>(fixedEffectLoaderData.CollectionName); m_effectSprite.SetSprite(tk2DSpriteCollectionData, 0); m_effectSprite.SortingLevel = 3; m_effectObj.SetActive(false); m_lstEffectObj.Add(m_effectObj); m_lstEffectSprite.Add(m_effectSprite); m_lstStartFramName.Add(int.Parse(fixedEffectLoaderData.StartFrameName)); m_lstEndFramName.Add(int.Parse(fixedEffectLoaderData.EndFrameName)); } } m_bHasInit = true; }
private void btnFileLoad_Click(object sender, EventArgs e) { if (listFile.SelectedIndex < 0) { return; } String targetFile = GetResourceFileDir() + Path.DirectorySeparatorChar + listFile.Text; if (!File.Exists(targetFile)) { MessageBox.Show( "No such file or directory (" + targetFile + ")", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); return; } plugin.SkillView.LoadSkill(SkillLoader.load(targetFile)); strLoadFile = listFile.Text; }
public EntitiesManager Create(string assetsPath, string distPath) { var localizationsLoader = new LocalizationLoader(); var localizations = localizationsLoader.LoadFromAssets(assetsPath); var localizationWriter = new LocalizationWriter(); var heroItemLoader = new HeroItemLoader(localizations); var heroItemWriter = new HeroItemWriter(); var heroItemManager = new HeroItemManager(assetsPath, distPath, localizations, heroItemLoader, heroItemWriter, localizationWriter); var skillLoader = new SkillLoader(localizations); var skillWriter = new SkillWriter(); var skillManager = new SkillManager(assetsPath, distPath, localizations, skillLoader, skillWriter, localizationWriter); var shipLoader = new ShipLoader(localizations); var shipWriter = new ShipWriter(); var shipManager = new ShipManager(assetsPath, distPath, localizations, shipLoader, shipWriter, localizationWriter); var localizationProvider = new LocalizationProvider(localizations); var heroWriter = new HeroWriter(); var heroLoader = new HeroLoader(localizations, localizationProvider); var heroManager = new HeroManager(assetsPath, distPath, localizations, heroLoader, heroWriter, localizationWriter); return(new EntitiesManager(heroItemManager, skillManager, shipManager, heroManager)); }
public void Init() { //PlayerPrefs.DeleteAll(); Debug.Log("LOAD XMLs"); GameStatsLoader gameStatsLoader = new GameStatsLoader(); GameStatsInfos = gameStatsLoader.GetDict(); PlayerLoader playerLoader = new PlayerLoader(); PlayerInfos = playerLoader.GetDict(); EnemyLoader enemyLoader = new EnemyLoader(); EnemyInfos = enemyLoader.GetDict(); WeaponLoader weaponLoader = new WeaponLoader(); WeaponInfos = weaponLoader.GetDict(); PowerUpLoader powerUpLoader = new PowerUpLoader(); PowerUpInfos = powerUpLoader.GetDict(); HatLoader hatLoader = new HatLoader(); HatInfos = hatLoader.GetDict(); SkillLoader skillLoader = new SkillLoader(); SkillInfos = skillLoader.GetDict(); if (GameStatsInfos != null) { gameStatsLoaded = true; } if (PlayerInfos != null) { playersLoaded = true; } if (EnemyInfos != null) { enemiesLoaded = true; } if (WeaponInfos != null) { weaponsLoaded = true; } if (PowerUpInfos != null) { powerUpsLoaded = true; } if (HatInfos != null) { hatsLoaded = true; } if (SkillInfos != null) { skillsLoaded = true; } }