public SaveData() { time = Time.time; goldData = GameManager.Ctx.GoldManager.OnSave() as GoldData; EnemyCastleHealth = GameManager.Ctx.EnemyCastle.Health; PlayerCastleHealth = GameManager.Ctx.PlayerCastle.Health; minionListSaveData = GameManager.Ctx.MinionsManager.OnSave() as MinionListSaveData; }
protected override void OnAwake() { _goldData = new GoldData(); _jsonLoader = new JsonLoader(); _userData = _jsonLoader.Load(); _goldData._Gold = _userData._Gold; _goldData.OnGoldChangedEvent += Save; }
private void Reward() { GoldData goldDataI = GetContext().goldItems[SlotIndex.I].data; GoldData goldDataII = GetContext().goldItems[SlotIndex.II].data; GoldData goldDataIII = GetContext().goldItems[SlotIndex.III].data; int value = 0; if (goldDataI.value == goldDataII.value) { if (goldDataII.value == goldDataIII.value) { GetContext().goldItems[SlotIndex.I].winImg.gameObject.SetActive(true); GetContext().goldItems[SlotIndex.II].winImg.gameObject.SetActive(true); GetContext().goldItems[SlotIndex.III].winImg.gameObject.SetActive(true); value = goldDataI.value * 2; EventBox.Send(CustomEvent.TROPHY_UPDATE, new KeyValuePair <TrophyType, float>(TrophyType.GoldHit, 3)); } else { GetContext().goldItems[SlotIndex.I].winImg.gameObject.SetActive(true); GetContext().goldItems[SlotIndex.II].winImg.gameObject.SetActive(true); value = goldDataI.value; } } else { if (goldDataII.value == goldDataIII.value) { GetContext().goldItems[SlotIndex.II].winImg.gameObject.SetActive(true); GetContext().goldItems[SlotIndex.III].winImg.gameObject.SetActive(true); value = goldDataIII.value; } else { if (goldDataI.value == goldDataIII.value) { GetContext().goldItems[SlotIndex.I].winImg.gameObject.SetActive(true); GetContext().goldItems[SlotIndex.III].winImg.gameObject.SetActive(true); value = goldDataIII.value; } else { value = 1; } } } int currentRP = int.Parse(GetContext().valueLab.text); int currentGP = (int)(currentRP * 0.05 * value); GetContext().valueLab.text = currentGP.ToString(); }
public void SpawnGold(int amount) { //Calling on enityService to create a new ID int entityId = _entityService.GetNewEntityId(); //Creating a new piece of GoldData and assigning it an amount and ID GoldData goldData = new GoldData(); goldData.Amount = amount; goldData.EntityId = entityId; //adding this new gold to the List of gold in current Model _gold.Add(goldData); //creating a new spawn gold message and assgining the same amount and ID var message = new SpawnGoldMessage(); message.Amount = amount; //do we need to pass the amount in the message message.EntityId = entityId; //sending out messsage _messageRouter.RaiseMessage(message); }
void Awake() { goldItems = new Dictionary <SlotIndex, GoldItemRenderer>(); foreach (SlotIndex index in Enum.GetValues(typeof(SlotIndex))) { if (index != SlotIndex.None && index != SlotIndex.Count) { GoldData goldData = new GoldData(); goldData.index = index; GoldItemRenderer itemRenderer = ResourceUtils.GetComponent <GoldItemRenderer>(GoldItemRenderer.PREFAB_PATH); itemRenderer.Initialize(goldData); itemRenderer.transform.SetParent(itemGrid.transform); goldItems.Add(index, itemRenderer); } } itemGrid.Reposition(); machine = new StateMachine <GoldWindow>(this, new IdleState()); machine.AddState(new StartState()); machine.AddState(new StopState()); }
public void Initialize(GoldData data) { this.data = data; Refresh(); }