public void ActivateQuestTasks(string choiceID) { QuestsController questsController = FindObjectOfType <QuestsController>(); int countTaskActivateResults = DbCommands.GetCountFromQry(DbQueries.GetTaskActivateCountFromChoiceIDqry(choiceID)); if (countTaskActivateResults > 0) { print("Task ACTIVATING!!!!"); List <string[]> tasksActivatedList; DbCommands.GetDataStringsFromQry(DbQueries.GetCurrentActivateTasksPlayerChoiceResultQry(choiceID), out tasksActivatedList); foreach (string[] activatedTask in tasksActivatedList) { questsUI.InsertActivatedTask(activatedTask[1], activatedTask[3], activatedTask[2]); //a list of task parts in task that are prefab types are iterated over (if any) and instantiated. List <string[]> prefabParts = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetPrefabTaskPartsFromTaskIDqry(activatedTask[1]), out prefabParts); foreach (string[] prefabPart in prefabParts) { string prefabPath = prefabPart[0]; string partID = prefabPart[1]; UnityEngine.Object prefabTaskPartObj = Resources.Load(prefabPath); print(prefabPath); GameObject prefabTaskPart = Instantiate(prefabTaskPartObj, new Vector2(0f, 0f), Quaternion.identity) as GameObject; prefabTaskPart.GetComponent <QuestTaskPart>().InitialiseMe(partID, activatedTask[1], activatedTask[3]); prefabTaskPart.transform.SetParent(questsController.transform, false); } } } }
private void LoadWorldItems() { string saveIDstr = PlayerPrefsManager.GetSaveGame().ToString(); WorldItems worldItems = FindObjectOfType <WorldItems>(); worldItems.DestroyWorldItems(); List <string[]> newWorldItemsList = new List <string[]>(); //Debugging.PrintDbQryResults(DbQueries.GetSavedWorldItemsQry(saveIDstr, sceneLoader.GetCurrentSceneName()), saveIDstr, sceneLoader.GetCurrentSceneName()); DbCommands.GetDataStringsFromQry(DbQueries.GetSavedWorldItemsQry(saveIDstr, sceneLoader.GetCurrentSceneName()), out newWorldItemsList, saveIDstr, sceneLoader.GetCurrentSceneName()); foreach (string[] worldItemData in newWorldItemsList) { string prefabPath = worldItemData[5]; UnityEngine.Object worldItemPrefab = Resources.Load(prefabPath); GameObject worldItem = Instantiate(worldItemPrefab, new Vector2(0f, 0f), Quaternion.identity) as GameObject; string[] parentPath = worldItemData[3].Split('/'); Transform parentTransform = GameObject.Find(parentPath[1]).transform; for (int i = 2; i < parentPath.Length - 1; i++) { parentTransform = parentTransform.Find(parentPath[i]); } worldItem.transform.SetParent(parentTransform, false); worldItem.transform.position = new Vector3(float.Parse(worldItemData[0]), float.Parse(worldItemData[1]), float.Parse(worldItemData[2])); worldItem.name = worldItemData[4]; } }
public static void PrintDbQryResults(string qry, params string[] parameterVals) { List <string[]> strArray = new List <string[]>(); DbCommands.GetDataStringsFromQry(qry, out strArray, parameterVals); PrintListOfStrArrays(strArray); }
/// <summary> /// The characters from the game are updated so that you know which ones still exist in the scene and are given the option /// to delete them (from the Data UI -> Dialogues UI -> Character lists(s?)) when the list is built. New characters in the scene are also added. /// </summary> public void UpdateCharactersTableFromGame() { SceneLoader sceneLoader = new SceneLoader(); string currentScene = sceneLoader.GetCurrentSceneName(); InsertCharsNotInDbFromScene(currentScene); List <string[]> characterNamesList = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetCharacterNamesWithScene(currentScene), out characterNamesList, currentScene); UpdateCharsInDbNoLongerInScene(characterNamesList); }
public void CompleteQuestTaskPart(string questName) { List <string[]> partsToComplete = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetCompleteQuestTasksData(questName, "0"), out partsToComplete, questName); if (partsToComplete.Count > 0) { foreach (string[] tuple in partsToComplete) { CompleteTaskPart(tuple[0], tuple[1], questName); } } }
/// <summary> /// An anonymous function to create a new list from array data generated by a query and append it to a game objects transform. /// </summary> /// <param name="query">Used to return records from Db</param> /// <param name="display">The unity game object transform / where the visible UI list items will be put in the heirarchy</param> /// <param name="buildItem">Anonymous function selected and used to initialise the list items </param> /// <param name="qryParameters">The values of the parameters to be added (a function is used when building the query and on the values in this /// function to give the same name.</param> public void AppendDisplayFromDb(string query, Transform display, Func <string[], Transform> buildItem, params string[] qryParameterValues) { //print (query); List <string[]> stringArrayList = new List <string[]>(); DbCommands.GetDataStringsFromQry(query, out stringArrayList, qryParameterValues); //Debugging.PrintListOfStrArrays(stringArrayList); foreach (string[] stringArray in stringArrayList) { Transform item = buildItem(stringArray); item.SetParent(display, false); } //print(query); }
public void ActivateNewVocab(string choiceID) { int countVocabActivateResults = DbCommands.GetCountFromQry(DbQueries.GetVocabActivateCountFromChoiceIDqry(choiceID)); if (countVocabActivateResults > 0) { print("Vocab ACTIVATING!!!!"); List <string[]> vocabActivatedList; DbCommands.GetDataStringsFromQry(DbQueries.GetCurrentActivateVocabPlayerChoiceResultQry(choiceID), out vocabActivatedList); foreach (string[] activatedVocab in vocabActivatedList) { newWelshLearnedUI.InsertDiscoveredVocab(activatedVocab[2], activatedVocab[3]); } } }
public void ActivateNewGrammar(string choiceID) { int countGrammarActivateResults = DbCommands.GetCountFromQry(DbQueries.GetGrammarActivateCountFromChoiceIDqry(choiceID)); if (countGrammarActivateResults > 0) { print("Grammar ACTIVATING!!!!"); List <string[]> grammarActivatedList; DbCommands.GetDataStringsFromQry(DbQueries.GetCurrentActivateGrammarPlayerChoiceResultQry(choiceID), out grammarActivatedList); foreach (string[] activatedGrammar in grammarActivatedList) { newWelshLearnedUI.InsertDiscoveredGrammar(activatedGrammar[1]); } } }
private void LoadPrefabQuests() { List <string[]> prefabQuestsPathList = new List <string[]>(); string saveIDstr = PlayerPrefsManager.GetSaveGame().ToString(); DbCommands.GetDataStringsFromQry(DbQueries.GetPathsForActivePrefabQuestParts(saveIDstr), out prefabQuestsPathList); foreach (string[] questPrefabArray in prefabQuestsPathList) { string prefabPath = questPrefabArray[0]; UnityEngine.Object prefabObj = Resources.Load(prefabPath); GameObject questPrefab = Instantiate(prefabObj, new Vector2(0f, 0f), Quaternion.identity) as GameObject; QuestsController questsController = FindObjectOfType <QuestsController>(); questPrefab.GetComponent <QuestTaskPart>().InitialiseMe(questPrefabArray[1], questPrefabArray[2], questPrefabArray[3]); questPrefab.transform.SetParent(questsController.transform, false); } }
public void CompleteDefeatEnemyTagTaskPart(string tagName) { Debugging.PrintDbQryResults(DbQueries.GetDefeatEnemyTagTasksData(tagName, "0"), tagName); List <string[]> partsToComplete = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetDefeatEnemyTagTasksData(tagName, "0"), out partsToComplete, tagName); if (partsToComplete.Count > 0) { foreach (string[] tuple in partsToComplete) { print("completing task part " + tagName); CompleteTaskPart(tuple[0], tuple[1], tuple[2]); print("task part completed"); } } }
public void ActivateQuests(string choiceID) { int countQuestActivateResults = DbCommands.GetCountFromQry(DbQueries.GetQuestActivateCountFromChoiceIDqry(choiceID)); print(countQuestActivateResults); if (countQuestActivateResults > 0) { List <string[]> questsActivatedList; DbCommands.GetDataStringsFromQry(DbQueries.GetCurrentActivateQuestsPlayerChoiceResultQry(choiceID), out questsActivatedList); print(questsActivatedList.Count); foreach (string[] activatedQuest in questsActivatedList) { questsUI.InsertActivatedQuest(activatedQuest[1]); } } }
private void CompleteApplicableTaskParts() { DbCommands.GetDataStringsFromQry( "SELECT QuestTaskPartsActivateDialogueNode.PartIDs, QuestTaskParts.TaskIDs, QuestsActivated.QuestNames " + "FROM QuestTaskPartsActivateDialogueNode " + "INNER JOIN QuestTaskParts ON QuestTaskParts.PartIDs = QuestTaskPartsActivateDialogueNode.PartIDs " + "INNER JOIN QuestTasks ON QuestTasks.TaskIDs = QuestTaskParts.TaskIDs " + "INNER JOIN QuestsActivated ON QuestTasks.QuestNames = QuestsActivated.QuestNames " + "WHERE NodeIDs = " + myID + " " + "AND QuestsActivated.SaveIDs = 0 " + "AND QuestTaskPartsActivateDialogueNode.PartIDs NOT IN (SELECT CompletedQuestTaskParts.PartIDs FROM CompletedQuestTaskParts WHERE CompletedQuestTaskParts.SaveIDs = 0);", out nodeCompletePartList); foreach (string[] partTuple in nodeCompletePartList) { questsUI.CompleteTaskPart(partTuple[0], partTuple[1], partTuple[2]); } }
public void CompleteEquipItemTaskPart(string itemName) { print("Complete equip item task part"); Debugging.PrintDbQryResults(DbQueries.GetEquipItemTasksData(itemName, "0"), itemName); List <string[]> partsToComplete = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetEquipItemTasksData(itemName, "0"), out partsToComplete, itemName); if (partsToComplete.Count > 0) { foreach (string[] tuple in partsToComplete) { print("completing task part " + itemName); CompleteTaskPart(tuple[0], tuple[1], tuple[2]); print("task part completed"); } } }
public string GetIntroText() { string introTxt = "Translate the following into Welsh:"; List <string[]> grammarList = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetGrammarRuleDisplayQry(vocabIDArray[0], vocabIDArray[1]), out grammarList, vocabIDArray[0], vocabIDArray[1]); foreach (string[] grammarRule in grammarList) { string strGrammarID = grammarRule[0]; int intGrammarID = int.Parse(strGrammarID); if (vocabIntroDict.ContainsKey(intGrammarID)) { introTxt = vocabIntroDict[intGrammarID]; break; } } return(introTxt); }
public void ActivateNewDialogue(string choiceID) { Debugging.PrintDbTable("ActivatedDialogues"); int countDialogueActivateResults = DbCommands.GetCountFromQry(DbQueries.GetDialogueActivateCountFromChoiceIDqry(choiceID)); if (countDialogueActivateResults > 0) { print("Dialogue ACTIVATING!!!!"); List <string[]> dialogueActivatedList; DbCommands.GetDataStringsFromQry(DbQueries.GetCurrentActivateDialoguePlayerChoiceResultQry(choiceID), out dialogueActivatedList); foreach (string[] activatedDialogue in dialogueActivatedList) { //get characters related to activated dialogue. Set active dialogues related to each character to completed List <string[]> charactersRelatedToDialogue; DbCommands.GetDataStringsFromQry(DbQueries.GetCharsRelatedToDialogue(activatedDialogue[1]), out charactersRelatedToDialogue); foreach (string[] characterName in charactersRelatedToDialogue) { List <string[]> activeDialoguesWithCharacter; string charname = characterName[0]; DbCommands.GetDataStringsFromQry(DbQueries.GetActiveDialoguesWithCharacter(charname), out activeDialoguesWithCharacter, characterName[0]); foreach (string[] dialogueWithChar in activeDialoguesWithCharacter) { string dialogueID = dialogueWithChar[0]; print("printing active dialogues with " + charname); Debugging.PrintDbQryResults(DbQueries.GetActiveDialoguesWithCharacter(charname), charname); DbCommands.UpdateTableField("ActivatedDialogues", "Completed", "1", "DialogueIDs = " + dialogueID + " AND SaveIDs = 0"); Debugging.PrintDbTable("ActivatedDialogues"); } } DbCommands.InsertTupleToTable("ActivatedDialogues", activatedDialogue[1], "0", "0"); //activate dialogues in dialogue activated list } } }
public void DisplayRelatedGrammar() { List <string[]> grammarData = new List <string[]>(); print(DbQueries.GetGrammarRelatedToVocab(enVocab, cyVocab)); Debugging.PrintDbQryResults(DbQueries.GetGrammarRelatedToVocab(enVocab, cyVocab), enVocab, cyVocab); DbCommands.GetDataStringsFromQry(DbQueries.GetGrammarRelatedToVocab(enVocab, cyVocab), out grammarData, enVocab, cyVocab); GameObject grammarList = Instantiate(grammarListPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity) as GameObject; grammarList.transform.SetParent(gameObject.transform, false); foreach (string[] grammarRuleData in grammarData) { GameObject grammarRule = Instantiate(relatedGrammarPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity) as GameObject; grammarRule.transform.Find("GrammarIntro").GetComponent <Text>().text = grammarRuleData[0]; grammarRule.transform.Find("GrammarBody").GetComponent <Text>().text = grammarRuleData[1]; grammarRule.transform.SetParent(grammarList.transform, false); } GetComponentInChildren <Button>().GetComponentInChildren <Image>().GetComponent <Transform>().Rotate(0, 0, -90); myGrammarList = grammarList; Canvas.ForceUpdateCanvases(); Debugging.PrintDbTable("DiscoveredVocabGrammar"); }
public GrammarProficienciesHandler(string grammarID) : base() { DbCommands.GetDataStringsFromQry(DbQueries.GetGrammarSkillAcquiredForVocabQry(grammarID), out acquiredProficiencies); }
public WriteProficienciesHandler(string vocabEn, string vocabCy) : base() { DbCommands.GetDataStringsFromQry(DbQueries.GetWriteSkillAcquiredForVocabQry(vocabEn, vocabCy), out acquiredProficiencies, vocabEn, vocabCy); }
public ProficienciesHandler() { proficiencyList = new List <string[]>(); DbCommands.GetDataStringsFromQry(DbQueries.GetWelshThresholdsQry(), out proficiencyList); }
public void SetGrammar() { relatedGrammarList = new List <string[]>(); Debug.Log(vocab[0]); DbCommands.GetDataStringsFromQry(DbQueries.GetDiscoveredGrammarRelatedToVocab(vocab[0], vocab[1]), out relatedGrammarList, vocab[0], vocab[1]); }