private ArmyData GenerateArmyData(ArmyProductParameter param, UserData userData) { ArmyData armyData = new ArmyData(); armyData.ArmyID = new ArmyIdentity(param.ArmyType, param.ArmyNO); armyData.ProduceRemainingWorkload = param.RemainingWorkload.HasValue ? param.RemainingWorkload.Value : 0; armyData.ConfigData = ConfigInterface.Instance.ArmyConfigHelper. GetArmyData(param.ArmyType, userData.ArmyProgress[param.ArmyType].Level); return(armyData); }
private ArmyData GenerateArmyData(ArmyParameter param, UserData userData, BuildingIdentity campID) { ArmyData armyData = new ArmyData(); armyData.ArmyID = new ArmyIdentity(param.ArmyType, param.ArmyNO); armyData.ProduceRemainingWorkload = 0; armyData.CampID = campID; armyData.ConfigData = ConfigInterface.Instance.ArmyConfigHelper. GetArmyData(param.ArmyType, userData.ArmyProgress[param.ArmyType].Level); return(armyData); }
public static void Postfix(ref ArmyModifiableValue __result, ArmyData __instance) { if (Settings.toggleLargeArmies && __result != null && __result.ModifiedValue != 0 && __instance.Faction == ArmyFaction.Crusaders) { __result.MaxValue = ArmyData.PositionsCount; __result.MinValue = ArmyData.PositionsCount; __result.m_BaseValue = __result.MaxValue; __result.ModifiedValue = __result.MaxValue; BlueprintRoot.Instance.Kingdom.StartArmySquadsCount = ArmyData.PositionsCount; BlueprintRoot.Instance.Kingdom.MaxArmySquadsCount = ArmyData.PositionsCount; } }
public ArmyIdentity ProduceArmy(ArmyType type, int level, int NO) { ArmyData armyData = new ArmyData(); armyData.ProduceRemainingWorkload = ConfigInterface.Instance.ArmyConfigHelper.GetProduceWorkload(type, level); armyData.ConfigData = ConfigInterface.Instance.ArmyConfigHelper.GetArmyData(type, level); armyData.ArmyID = new ArmyIdentity(type, NO); armyData.ProduceRemainingWorkload = armyData.ConfigData.ProduceWorkload; if (!this.m_Armies.ContainsKey(armyData.ArmyID.armyType)) { this.m_Armies.Add(armyData.ArmyID.armyType, new Dictionary <int, ArmyLogicObject>()); } this.m_Armies[armyData.ArmyID.armyType].Add(armyData.ArmyID.armyNO, new ArmyLogicObject(armyData)); return(armyData.ArmyID); }
public void SetPlayer2Army(Nation nation) { player2Controller.nation = nation; switch (player1Controller.nation) { case Nation.FIRE: player2army = fireArmy; break; case Nation.EARTH: player2army = earthArmy; break; default: player2army = waterArmy; break; } }
public static bool PrefixCalculateDangerRating(ArmyData __instance, ref int __result) { var armyRoot = BlueprintRoot.Instance.ArmyRoot; var num1 = Mathf.FloorToInt((float)(__instance.CalculateExperience() / Math.Round(Settings.experienceMultiplier, 1) + armyRoot.ArmyDangerBonus) * armyRoot.ArmyDangerMultiplier); if (num1 < 0) { __result = 1; return(false); } var num2 = 0; var bonuses = BlueprintRoot.Instance.LeadersRoot.ExpTable.Bonuses; for (var index = 0; index < bonuses.Length && bonuses[index] <= num1; ++index) { ++num2; } __result = num2; return(false); }
public void SetBothPlayersArmies(Nation player1Nation, Nation player2Nation) { player1Controller.nation = player1Nation; player2Controller.nation = player2Nation; switch (player1Controller.nation) { case Nation.FIRE: player1army = fireArmy; break; case Nation.EARTH: player1army = earthArmy; break; default: player1army = waterArmy; break; } switch (player2Controller.nation) { case Nation.FIRE: player2army = fireArmy; break; case Nation.EARTH: player2army = earthArmy; break; default: player2army = waterArmy; break; } SetPlayersCards(); }
public void LeaveArmy() { CurrentArmy = null; transform.parent = null; }
public void JoinArmy(ArmyData newArmy) { Debug.Assert(CurrentArmy != newArmy, "The character " + name + " has tried to join army " + newArmy + " multiple times."); CurrentArmy = newArmy; transform.parent = newArmy.transform; }
/* Saves the data to a file when called */ public void Save() { BinaryFormatter formatter = new BinaryFormatter(); Directory.CreateDirectory (DataScript.armyDir); //creates a new folder to save data FileStream file = File.Create (DataScript.armyFile); //creates a new file to save data ArmyData savedData = new ArmyData(); //creates a new instance of the army data /* Data to save -- saves current army data into new instance*/ savedData.armySize = armySize;; savedData.armySlots = armySlots; savedData.lockedArmySlots = lockedArmySlots; savedData.partySize = partySize; savedData.partySlots = partySlots; savedData.lockedPartySlots = lockedPartySlots; savedData.partySoldiers = partySoldiers; /* Calls the save method of each individual soldier */ for (int i = 0; i < armySize; i++) { armyArray[i].Save (i); } formatter.Serialize (file, savedData); //save the data file.Close(); //close the file }
public ArmyLogicData(ArmyData data) { this.m_Data = data; }
public ArmyLogicObject(ArmyData data) { this.m_Data = data; this.m_ArmyData = new ArmyLogicData(data); }
public ArmyDataBuilder() { _armyData = ScriptableObject.CreateInstance <ArmyData>(); }
public ArmyDataBuilder(string path) { _armyData = Resources.Load <ArmyData>(path); }