public static async Task <OutfitList> grabDataFromDaybreakCensus() { var censusObject = new OutfitList(); const string requestItem = "outfit"; const string queryObjs = "member,member_online_status,member_character(name)"; var urlString = string.Format("https://{0}/{1}/get/{2}/{3}/{4}/?c:resolve={5}", Properties.Settings.Default.DaybreakURL, Properties.Settings.Default.DaybreakResponseFormat, Properties.Settings.Default.DaybreakPlanetsideQuery, requestItem, Properties.Settings.Default.AODRId, queryObjs); string xmlResponse; using (var client = new WebClient()) { xmlResponse = await client.DownloadStringTaskAsync(urlString); censusObject = Common.XmlTools.DeserializeXMLFromString <OutfitList>(xmlResponse); } return(censusObject); }
private void PopulateList() { foreach (var gear in _prototypeManager.EnumeratePrototypes <StartingGearPrototype>()) { OutfitList.Add(GetItem(gear, OutfitList)); } }
public void ChangeCurrentOutfit(OutfitList outfit) { List <Material> toChange = new List <Material>(); switch (outfit) { case OutfitList.Casual: toChange = currentAreaMaterials.casualOutfit; break; case OutfitList.Janitor: toChange = currentAreaMaterials.janitorOutfit; break; case OutfitList.ZooKeeper: toChange = currentAreaMaterials.zooKeeperOutfit; break; } for (int i = 0; i < toChange.Count; i++) { meshRenderers[i].material = toChange[i]; } CurrentOutfit = outfit; }
private void PopulateByFilter(string filter) { OutfitList.Clear(); foreach (var gear in _prototypeManager.EnumeratePrototypes <StartingGearPrototype>()) { if (!string.IsNullOrEmpty(filter) && gear.ID.ToLowerInvariant().Contains(filter.Trim().ToLowerInvariant())) { OutfitList.Add(GetItem(gear, OutfitList)); } } }
public OutfitsNeededDetails ReturnOutfitDetails(OutfitList outfit) { OutfitsNeededDetails toReturn = null; foreach (OutfitsNeededDetails needed in outfitsNeeded) { if (needed.outfitNeeded == outfit) { toReturn = needed; break; } } return(toReturn); }
public float ReturnOutfitLevel(OutfitList type) { float toReturn = 0; switch (type) { case OutfitList.Janitor: toReturn = janitorLevel; break; case OutfitList.ZooKeeper: toReturn = zooKeeperLevel; break; } return(toReturn); }
public List <Material> ReturnPlayerMaterial(OutfitList outfit) { List <Material> mat = null; switch (outfit) { case OutfitList.Casual: mat = casualOutfit; break; case OutfitList.Janitor: mat = janitorOutfit; break; case OutfitList.ZooKeeper: mat = zooKeeperOutfit; break; } return(mat); }
public void AcceptOutfit(OutfitList outfit) { switch (outfit) { case OutfitList.Casual: currentOutfit = 0; displayedText.text = "Casual"; break; case OutfitList.Janitor: currentOutfit = 1; displayedText.text = "Janitor"; break; case OutfitList.ZooKeeper: currentOutfit = 2; displayedText.text = "Zoo Keeper"; break; } thisButton.onClick.AddListener(AttachOutfit); }
public void ActivateBuilding(OutfitList outfit) { List <int> canUse = new List <int>(buildingDetails.Count); int buildingIndex = 0; foreach (BuildingDetails details in buildingDetails) { bool hasGot = false; foreach (OutfitsNeededDetails outfitsNeeded in details.outfitsNeeded) { if (outfit == outfitsNeeded.outfitNeeded) { hasGot = true; break; } } if (hasGot) { switch (details.BuildingType) { case BuildingType.Bathroom: if (bathroomList.Count == 0) { hasGot = false; } else { buildingIndex = 0; } break; case BuildingType.SmallExhibition: if (exhibitBuildingList.Count == 0) { hasGot = false; } else { buildingIndex = 1; } break; case BuildingType.MediumExhibition: if (exhibitBuildingList.Count == 0) { hasGot = false; } else { buildingIndex = 1; } break; case BuildingType.LargeExhibition: if (exhibitBuildingList.Count == 0) { hasGot = false; } else { buildingIndex = 1; } break; } } if (hasGot) { canUse.Add(buildingIndex); } } int rand = Random.Range(0, canUse.Count); VisitorBuilding selectedBuilding = null; int buildRand = 0; switch (rand) { case 0: buildRand = Random.Range(0, bathroomList.Count); selectedBuilding = bathroomList[buildRand] as VisitorBuilding; break; case 1: buildRand = Random.Range(0, exhibitBuildingList.Count); selectedBuilding = exhibitBuildingList[buildRand] as VisitorBuilding; break; } selectedBuilding.StartOutfitCountdown(outfit); }
public void StartOutfitCountdown(OutfitList outfitNeeded) { currentOutfitNeeded = outfitNeeded; buildingActivated.SetActive(true); }