/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); TheCursor.Create(Content.Load <Texture2D>("ASCursor"), Content.Load <Texture2D>("CursorAim"), Content.Load <Texture2D>("CharacAim"), Color.White); // TODO: use this.Content to load your game content here List <String> TextureNames = FileServices.ReadFileLines(@"Files\TextureNames.txt"); foreach (string TexName in TextureNames) { TextureHolder temp = new TextureHolder(); temp.Texture = Content.Load <Texture2D>(TexName); temp.Filename = TexName; TheContentHolder.Textures.Add(temp); } Areas.Create(TheContentHolder, graphics, TheCamera); List <string> WeaponLines = FileServices.ReadFileLines(@"Files\Weapons.txt"); TheWeapons.Create(WeaponLines, TheContentHolder); //must make sure character spawns within normal camera boundaries TheMainCharacter.Create(150, 150, 0f, TheContentHolder.GetTexture("Man2"), TheContentHolder.GetTexture("Man_Aim2"), TheWeapons.WeaponList[0], TheCamera); }
private void LoadPlayer(int pers = 0) { string type = Perso != "" ? Perso : StaticData.PlayerChoice; pers = pers == 0 ? FindClass(type) : pers - 1; PlayerDataSave data = SaveSystem.LoadPlayer(type); if (data == null) { /* ResetStats(pers); * * GamesItem ite = FindItems(0); * Weapons i = ScriptableObject.CreateInstance<Weapons>(); * i.Create(ite as Weapons, 0); * * _playerData.Inventory.Weapon = i; */ return; } ResetStats(pers, data.Lvl); _playerData.Xp = data.Xp; GamesItem item = FindItems(data.weapon); Weapons it = ScriptableObject.CreateInstance <Weapons>(); it.Create(item as Weapons, data.weaponLvl); _playerData.Inventory.AddItem(it, Vector3.zero); _playerData.StateProj = it.EffectType; _playerData.Inventory.Potions = new Potions[4]; }
public void CreateWeapon(Weapons weaponData, Transform transform, int lvl = 1, Transform parent = null) { GameObject newWeapon = Instantiate(weapon, transform.position, Quaternion.identity); Weapons newWeaponData = ScriptableObject.CreateInstance <Weapons>(); newWeaponData.Create(weaponData, lvl); if (parent != null) { newWeaponData.inPlayerInventory = true; newWeapon.transform.parent = parent; newWeapon.layer = defaultLayer; } newWeapon.GetComponent <WeaponManager>().Create(newWeaponData); }
private void LoadPlayer(int pers = 0) { string type = Perso != "" ? Perso : StaticData.PlayerChoice; pers = pers == 0 ? FindClass(type) : pers - 1; PlayerDataSave data = SaveSystem.LoadPlayer(type); if (data == null) { ResetStats(pers); GamesItem ite = FindItems(0); Weapons i = ScriptableObject.CreateInstance <Weapons>(); i.Create(ite as Weapons, 0); _playerData.Inventory.Weapon = i; _playerData.CompPoint = 0; return; } ResetStats(pers, data.Lvl); _playerData.Xp = data.Xp; _playerData.CompPoint = data.CompPoint; for (int i = 0; i < 4; i++) { for (int j = 0; j < data.Lvl[i + 1]; j++) { _playerData.Competences[i].UpgradeStats(); } } GamesItem item = FindItems(data.weapon); Weapons it = ScriptableObject.CreateInstance <Weapons>(); it.Create(item as Weapons, data.weaponLvl); _playerData.Inventory.AddItem(it, Vector3.zero); _playerData.StateProj = it.EffectType; _playerData.Inventory.Potions = new Potions[4]; }
private void SpawnItem() { Weapons[] weaponses; if (StaticData.PlayerChoice == "Assassin") { weaponses = assassinW; } else if (StaticData.PlayerChoice == "Mage") { weaponses = mageW; } else if (StaticData.PlayerChoice == "Archer") { weaponses = archerW; } else { weaponses = warriorW; } Weapons w1 = ScriptableObject.CreateInstance <Weapons>(); w1.Create(weaponses[Random.Range(0, weaponses.Length)], StaticData.RandomLevel() + 5); Weapons w2 = ScriptableObject.CreateInstance <Weapons>(); w2.Create(weaponses[Random.Range(0, weaponses.Length)], StaticData.RandomLevel() + 5); Weapons w3 = ScriptableObject.CreateInstance <Weapons>(); w3.Create(weaponses[Random.Range(0, weaponses.Length)], StaticData.RandomLevel() + 5); Instantiate(Item, new Vector3(8, 12, 0), Quaternion.identity).GetComponent <WeaponManager>().Create(w1); Instantiate(Item, new Vector3(10, 12, 0), Quaternion.identity).GetComponent <WeaponManager>().Create(w2); Instantiate(Item, new Vector3(12, 12, 0), Quaternion.identity).GetComponent <WeaponManager>().Create(w3); }