// Start is called before the first frame update
    void Start()
    {
        playerParty = FindObjectOfType <PlayerParty>();

        //needed this when using Screen Space Overlay for the Canvas. Apparently changing the perspective to screen space Camera changed the ui elements position to correspond with local coordinates.

        /*
         * /*firstSpawnPoint = Camera.main.ScreenToWorldPoint(spawnPoint[0].transform.position + YPosOffset);
         * firstSpawnPoint.z = 0;
         * secondSpawnPoint = Camera.main.ScreenToWorldPoint(spawnPoint[1].transform.position + YPosOffset);
         * secondSpawnPoint.z = 0;
         * thirdSpawnPoint = Camera.main.ScreenToWorldPoint(spawnPoint[2].transform.position + YPosOffset);
         * thirdSpawnPoint.z = 0;
         */

        SpawnPlayerOneInPlayerParty();
        SpawnPlayerTwoInPlayerParty();
        SpawnPlayerThreeInPlayerParty();
    }
示例#2
0
    public void Start()
    {
        EnemyParty.SpawnPartyMembers();
        PlayerParty.SpawnPartyMembers();

        // Find all the combatants and set them to be children of the Combat Manager.
        GameObject[] children = GameObject.FindGameObjectsWithTag("CombatantTag");
        foreach (GameObject child in children)
        {
            child.transform.SetParent(transform);
        }

        panel = GameObject.FindObjectOfType <GUIPanel>();
        rng   = new System.Random();

        combatants = GetComponentsInChildren <CombatController>().ToList();
        combatants.Sort(new SortCombatantDescendant());
        OnSetUpPlayers.Invoke(combatants);
    }
示例#3
0
        private void AbilityExecuted()
        {
            AbilitySelectedRoot.gameObject.SetActive(false);

            if (GameOverCheck())
            {
                return;
            }

            EndTurnButton.interactable = !IsEnemyTurn;

            foreach (var a in Abilities)
            {
                a.Disable = false;
            }

            ToIdleState();

            if (IsEnemyTurn)
            {
                EnemyAIAct();
            }
            else
            {
                if (!SelectedActor.CanAct)
                {
                    SetSelection(PlayerParty.FirstOrDefault(s => s.CanAct));
                }

                if (PlayerParty.Where(p => p.PlayerControllable).All(p => !p.CanAct))
                {
                    PlayerAIAct();
                }
                else
                {
                    if (AutoEndTurn && !PlayerParty.Any(p => p.CanAct))
                    {
                        EndTurn();
                    }
                }
            }
        }
示例#4
0
        private void GenerateGameRounds(ref GameAccountability game, PlayerParty winner, PlayerParty looser)
        {
            var rand = new Random();

            game.Rounds = new List <Round>();

            for (int i = 0; i < _gamingRounds; i++)
            {
                var round = new Round();

                round.PlayerOneSerie = new Serie
                {
                    Score = new Measurement
                    {
                        Quantity = new Quantity {
                            Unit = _scoreUnit, Number = rand.Next(2, 201)
                        },
                        PhenomenonType = _phenomenonType
                    }
                };

                round.PlayerTwoSerie = new Serie
                {
                    Score = new Measurement
                    {
                        Quantity = new Quantity {
                            Unit   = _scoreUnit,
                            Number = rand.Next(1, round.PlayerOneSerie.Score.Quantity.Number)
                        },
                        PhenomenonType = _phenomenonType
                    }
                };


                game.Rounds.Add(round);

                _accountabilityContext.StoreGameRound(round);

                LogRoundScore(winner, round.PlayerOneSerie.Score);
                LogRoundScore(looser, round.PlayerTwoSerie.Score);
            }
        }
示例#5
0
        public PlayerParty Create(string name, string legalId)
        {
            var party = new PlayerParty
            {
                Name         = name,
                LegalId      = legalId,
                ScoreAccount = new RoundsScoreAccount()
                {
                    Entries = new List <RoundsScoreEntry>()
                },
                WinningAccount = new WinningAccount()
                {
                    Entries = new List <WinningEntry>()
                }
            };

            _parties.Add(party);

            return(party);
        }
示例#6
0
    void WarRoomSet()
    {
        if (roomIndex == -1)
        {
            return;
        }

        PlayerParty tempParty = PlayerManager.instance.GetPlayerParty;

        roomCharacter = tempParty.GetPartyMember(roomIndex);

        if (roomCharacter == null)
        {
            Debug.Log("UI__WAR__FRIENDLY BATTLE CHARACTER NULL____");
            return;
        }
        int index = roomCharacter.Index;

        partyFriendlyImage.sprite = DataSet.CharacterImageResources[index];
    }
    // Use this for initialization
    void Start()
    {
        // Populate Tile Grid.
        manager.tileGrid = new Tile[Constants.COMBAT_WIDTH, Constants.COMBAT_HEIGHT];
        for (int x = 0; x < Constants.COMBAT_WIDTH; x++)
        {
            for (int y = 0; y < Constants.COMBAT_HEIGHT; y++)
            {
                GameObject     newTile = Instantiate(tilePrefab, new Vector3(x + y, x * 0.75f - y * 0.75f, 0), Quaternion.identity);
                SpriteRenderer rend    = newTile.GetComponent <SpriteRenderer>();
                rend.sortingOrder = y - x;
                Tile t = newTile.GetComponent <Tile>();
                manager.tileGrid[x, y] = t;
                t.x = x; t.y = y;
            }
        }
        EnemyParty.SpawnPartyMembers();
        PlayerParty.SpawnPartyMembers();

        manager.combatants.Sort(new SortCombatants());
    }
示例#8
0
    public void PartyCreate()
    {
        PlayerParty temp = PlayerManager.instance.GetPlayerParty;
        Transform   Chlid;
        FriendActor Actor;

        for (int i = 0; i < temp.PartyCount(); ++i)
        {
            if (temp.GetPartyMember(i) != null)
            {
                Chlid = Craete(temp.GetPos(i), PlayerManager.instance.GetPartyParent().transform, FriendCreate(temp.GetPartyMember(i).Index)).transform.GetChild(0);
                Actor = Chlid.GetComponent <FriendActor>();
                temp.SetActor(i, Actor);
                Actor.SetParty(PlayerManager.instance.GetPlayerParty);
                Actor.RegistCharacter(temp.GetPartyMember(i));
                Actor.SetFormationPos((PartyPos)i);
                Chlid.localPosition = new Vector3(0, 0, -0.3f);
                Chlid.localRotation = Quaternion.Euler(90f, 0, 0);
            }
        }
    }
示例#9
0
    void Start()
    {
        //*
        //TODO deleta isso
        if (playerParty == null)
        {
            playerParty = tempGambPrefab;
        }
        if (enemyParty == null)
        {
            enemyParty = tempGambPrefab2;
        }
        if (previousScene == null)
        {
            previousScene = "overworld";
        }
        //*/

        livePlayerParty = Instantiate(playerParty).GetComponent <PlayerParty>();
        liveEnemyParty  = Instantiate(enemyParty).GetComponent <EnemyParty>();
        StartCoroutine(BattleCycle());
    }
示例#10
0
 private void ActorSelected(Actor selection)
 {
     if (State == BattleGameStateType.PartyIdle)
     {
         if (PlayerParty.Contains(selection))
         {
             SetSelection(selection);
         }
     }
     else if (State == BattleGameStateType.AbilitySelected)
     {
         if (SelectedAbility.IsValidTarget(selection))
         {
             ExecuteAbility(SelectedAbility, selection);
         }
         else if (PlayerParty.Contains(selection))
         {
             ToIdleState();
             SetSelection(selection);
         }
     }
 }
示例#11
0
文件: UIParty.cs 项目: sso0632/NDG
    public void DataInit()
    {
        UIPartyInit();
        PlayerParty tempParty        = PlayerManager.instance.GetPlayerParty;
        List <int>  tempBatlleNumber = new List <int>();
        int         activeCount      = 0;
        int         partyCount       = tempParty.PartyCount();

        for (int i = 0; i < partyCount; ++i)
        {
            if (tempParty.GetActors()[i] != null)
            {
                ++activeCount;
                tempBatlleNumber.Add(i);
            }
        }
        if (activeCount != 0)
        {
            for (int i = activeCount; i < partyMembers.Length; ++i)
            {
                partyMembers[i].gameObject.SetActive(false);
            }
        }

        Vector2[] tempConvert = PartyMemberConvert(activeCount);


        for (int i = 0; i < activeCount; ++i)
        {
            partyMembers[i].gameObject.SetActive(true);
            partyMembers[i].GetRectField().localPosition = tempConvert[i];
            partyMembers[i].SetBatlleData(tempBatlleNumber[i]);
            partyMembers[i].AddEvent();
        }


        tempBatlleNumber.Clear();
    }
示例#12
0
        public PlayerParty WinnerOfYear(int year)
        {
            PlayerParty leader = null;

            var yearStart     = new DateTime(year, 1, 1);
            var nextYearStart = new DateTime(year + 1, 1, 1);

            var games = _accountabilityContext.AllGames().Where(
                x => x.TimePoint >= yearStart && x.TimePoint < nextYearStart);

            foreach (var party in _partyContext.All())
            {
                if (leader == null ||
                    games.Count(x => x.Winner == party)
                    >
                    games.Count(x => x.Winner == leader)
                    )
                {
                    leader = party;
                }
            }

            return(leader);
        }
示例#13
0
        private bool GameOverCheck()
        {
            if (!PlayerParty.First(p => p.Class == ClassType.Egg).IsAlive)
            {
                State = BattleGameStateType.GameOver;

                StartCoroutine(GameOverCrt());
                return(true);
            }


            if (EnemyParty.All(p => !p.IsAlive))
            {
                if (!VictoryScreen.gameObject.activeInHierarchy)
                {
                    State = BattleGameStateType.GameOver;

                    StartCoroutine(GameOverCrt());
                    return(true);
                }
            }

            return(false);
        }
示例#14
0
        public void Init(List <Actor> playerParty, List <Actor> enemyPartyDef)
        {
            SelectedActor   = null;
            SelectedAbility = null;

            IsEnemyTurn = false;

            VictoryScreen.gameObject.SetActive(false);
            GameOverScreen.gameObject.SetActive(false);

            PlayerParty.Clear();

            int i = 0;

            foreach (var p in playerParty)
            {
                if (p.IsAlive)
                {
                    p.transform.localPosition = new Vector3(i / 3 * -3.25f, -(i - 1) * 2.75f, 0);
                    if (i == 3)
                    {
                        var v = p.transform.localPosition;
                        v.y = 0;
                        p.transform.localPosition = v;
                    }
                    p.transform.SetParent(PlayerRoot.transform, worldPositionStays: false);
                    p.gameObject.SetActive(true);
                    p.Init();
                    PlayerParty.Add(p);
                }

                ++i;
            }

            foreach (var e in EnemyParty)
            {
                Destroy(e.gameObject);
            }
            EnemyParty.Clear();


            i = 0;
            foreach (var def in enemyPartyDef)
            {
                int onColumns = enemyPartyDef.Count - (i / 3) * 3;
                if (onColumns > 3)
                {
                    onColumns = 3;
                }
                float y = 0;

                float off = 2.75f;

                if (onColumns == 1)
                {
                    y = 2.75f;
                }
                else if (onColumns == 2)
                {
                    y   = 3.5f / 2.0f;
                    off = 3.5f;
                }

                var p = Instantiate(def, EnemeyRoot.transform);

                p.MaxHealth = (def.MaxHealth * (100 + GameController.Instance.GameDifficulty.EnemiesHealthModifier)) / 100;

                p.transform.localPosition = new Vector3(i / 3 * 3f - 0.5f, (i % 3 - 1) * off + y, 0);
                p.SetToMaxHP();
                p.gameObject.SetActive(true);
                p.Init();
                EnemyParty.Add(p);


                ++i;
            }

            SetSelection(PlayerParty.FirstOrDefault());

            foreach (var p in PlayerParty)
            {
                p.NewTurn();
            }

            ToIdleState();
        }
示例#15
0
        private void Update()
        {
            ScrapText.text = $"SCRAP: {GameController.Instance.Scrap}";

            if (VictoryScreen.gameObject.activeInHierarchy)
            {
                return;
            }

            var mousePos = _camera.ScreenToWorldPoint(Input.mousePosition);

            var hit = Physics2D.Raycast(mousePos, Vector2.zero);


            if (State == BattleGameStateType.PartyIdle || State == BattleGameStateType.AbilitySelected)
            {
                if (SelectedActor != null)
                {
                    for (int i = 0; i < _abilityKeys.Length; ++i)
                    {
                        if (Input.GetKeyUp(_abilityKeys[i]))
                        {
                            if (Abilities.Count > i && Abilities[i].enabled && Abilities[i].Ability.CanExecute(Actors))
                            {
                                AbilityClicked(Abilities[i]);
                                break;
                            }
                        }
                    }
                }

                if (Input.GetKeyUp(KeyCode.E))
                {
                    EndTurn();
                }

                if (Input.GetKeyUp(KeyCode.Tab))
                {
                    var alive = PlayerParty.Where(t => t.IsAlive).ToList();
                    int i     = alive.IndexOf(SelectedActor);
                    ++i;
                    if (i >= alive.Count)
                    {
                        i = 0;
                    }
                    ToIdleState();
                    SetSelection(alive[i]);
                }
            }


            if (Input.GetMouseButtonUp(0))
            {
                Actor selection = null;

                if (hit.collider != null)
                {
                    selection = hit.collider.gameObject.GetComponent <Actor>();
                }

                if (selection != null)
                {
                    ActorSelected(selection);
                }
            }

            if (Input.GetMouseButtonUp(1) || Input.GetKeyUp(KeyCode.Escape))
            {
                if (State == BattleGameStateType.AbilitySelected)
                {
                    ToIdleState();
                }
            }

            if (hit.collider != null)
            {
                var buff = hit.collider.GetComponent <UIBuff>();
                if (buff != null)
                {
                    GameController.Instance.Tooltip.ShowBuff(buff.Buff, buff.Stack);
                }
                else if (GameController.Instance.Tooltip.Object is Buff)
                {
                    GameController.Instance.Tooltip.Hide();
                }
            }
            else if (GameController.Instance.Tooltip.Object is Buff)
            {
                GameController.Instance.Tooltip.Hide();
            }
        }
示例#16
0
 public void NewGame()
 {
     PlayerParty.Reset();
     EnemyParty.Reset();
     SceneManager.LoadScene(Constants.SCENE_TOWN_MENU);
 }
示例#17
0
 void Awake()
 {
     transition = GameObject.FindGameObjectWithTag("Transition").GetComponent <Transition>();
     player     = playerGO.GetComponent <PlayerParty>();
 }
示例#18
0
 private void Start()
 {
     PlayerInput = PlayerNetworkClone.GetComponent <PlayerParty>();
     PlayerName  = PlayerInput.PlayerName;
 }
 public int SummaryWinningAccount(PlayerParty player)
 {
     return(player.WinningAccount.Entries.Sum(x => x.Amount));
 }
示例#20
0
 private static void _Create()
 {
     instance = new GameObject("PlayerParty").AddComponent <PlayerParty>();
     instance.playerEntity = Resources.Load <GameObject>("PlayerEntity");
 }
示例#21
0
 void Awake()
 {
     playerParty = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerParty>();
 }
示例#22
0
	public void Initialize()
	{
		Party = new PlayerParty(this);
		Party.Initialize();
		TimedAction = new PlayerTimedAction(this);

		_vignette = Camera.main.GetComponent<VignetteAndChromaticAberration>();

		IsHoldToAim = true;

		_numberOfRocks = 10;

		InputEventHandler.OnCameraSwitchMode += SwitchCameraMode;

		InputEventHandler.OnPlayerMove += this.OnPlayerMove;
		InputEventHandler.OnPlayerStopMove += this.OnPlayerStopMove;
		InputEventHandler.OnWeaponPullTrigger += this.OnWeaponPullTrigger;
		InputEventHandler.OnWeaponReleaseTrigger += this.OnWeaponReleaseTrigger;
		InputEventHandler.OnRMBDown += this.OnRMBDown;
		InputEventHandler.OnRMBUp += this.OnRMBUp;
		InputEventHandler.OnLRMBDown += this.OnLRMBDown;
		InputEventHandler.OnKick += this.OnKick;

		InputEventHandler.OnPlayerMoveLeft += this.OnPlayerMoveLeft;
		InputEventHandler.OnPlayerMoveRight += this.OnPlayerMoveRight;
		InputEventHandler.OnPlayerMoveUp += this.OnPlayerMoveUp;
		InputEventHandler.OnPlayerMoveDown += this.OnPlayerMoveDown;
		InputEventHandler.OnPlayerStopMoveLeft += this.OnPlayerStopMoveLeft;
		InputEventHandler.OnPlayerStopMoveRight += this.OnPlayerStopMoveRight;
		InputEventHandler.OnPlayerStopMoveUp += this.OnPlayerStopMoveUp;
		InputEventHandler.OnPlayerStopMoveDown += this.OnPlayerStopMoveDown;

		InputEventHandler.OnPlayerStartSprint += this.OnPlayerStartSprint;
		InputEventHandler.OnPlayerStopSprint += this.OnPlayerStopSprint;

		InputEventHandler.OnPlayerToggleSneak += OnToggleSneaking;
		InputEventHandler.OnPlayerThrow += OnThrow;

		InputEventHandler.OnPlayerSwitchWeapon2 += OnToggleWeapon2;
		InputEventHandler.OnPlayerSwitchWeapon1 += OnToggleWeapon1;
		InputEventHandler.OnPlayerSwitchThrown += OnToggleThrown;
		InputEventHandler.OnPlayerSwitchTool += OnToggleTool;

		InputEventHandler.OnPlayerReload += OnWeaponReload;
		InputEventHandler.OnToggleFlashlight += OnToggleFlashlight;

		InputEventHandler.OnGameTogglePause += ToggleGamePause;
		InputEventHandler.OnSelectMember1 += OnSelectMember1;
		InputEventHandler.OnSelectMember2 += OnSelectMember2;
		InputEventHandler.OnSelectMember3 += OnSelectMember3;
		InputEventHandler.OnSelectMember4 += OnSelectMember4;
		InputEventHandler.OnMouseSelect += OnPlayerMouseSelect;

		InputEventHandler.OnClearTask += OnClearTask;

		_moveDirection = PlayerMoveDirEnum.Stop;
		_moveDirection2 = PlayerMoveDirEnum.Stop;

		SelectedPC.CurrentStance = HumanStances.Run;

		_playerLight = GameObject.Find("PlayerLight").GetComponent<Light>();
		_playerLight.intensity = 0.1f;
	}
示例#23
0
 public void ReturnToTown()
 {
     PlayerParty.ResetPowerUpTexts();
     SceneManager.LoadScene(Constants.SCENE_TOWN_MENU);
 }
示例#24
0
    public void LoadTownData()
    {
        if (Application.loadedLevel == 1)
        {
            //currencies loaded
            currencyManager             = GetComponent <CurrencyManager>();
            currencyUI                  = FindObjectOfType <CurrencyUI>();
            currencyManager.Gold.Value  = data.goldValue;
            currencyManager.Scrap.Value = data.scrapValue;
            currencyManager.Food.Value  = data.foodValue;

            data.playerParty = FindObjectOfType <PlayerParty>();
            playerParty      = FindObjectOfType <PlayerParty>();

            //loads item/ inventory info

            foreach (string id in data.ids)
            {
                ids.Add(id);
            }
            foreach (EEquipmentType type in data.itemTypes)
            {
                equipmentType.Add(type);
            }

            characterManager = FindObjectOfType <CharacterManager>();
            //character 0
            characterManager.allCharacters[0].Name              = data.characterName0;
            characterManager.allCharacters[0].Level             = data.characterLevel0;
            characterManager.allCharacters[0].MaxHealth         = data.characterHealth0;
            characterManager.allCharacters[0].Strength          = data.characterStrength0;
            characterManager.allCharacters[0].Dexterity         = data.characterDexterity0;
            characterManager.allCharacters[0].Intelect          = data.characterIntellect0;
            characterManager.allCharacters[0].Experience        = data.characterExperience0;
            characterManager.allCharacters[0].EquipmentCapacity = data.characterEquipCap0;
            characterManager.allCharacters[0].CharacterType     = data.characterType0;
            characterManager.allCharacters[0].isUnlocked        = data.characterUnlocked0;

            characterManager.allCharacters[0].IsPartyMember = data.characterInParty0;
            if (characterManager.allCharacters[0].IsPartyMember == true)
            {
                characterManager.allCharacters[0].PartyPosition = data.character0PartyPosition;
                if (characterManager.allCharacters[0].PartyPosition >= 0 && characterManager.allCharacters[0].PartyPosition < 3)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[0].PartyPosition + 1, characterManager.allCharacters[0].Name);
                }
            }
            else
            {
                characterManager.allCharacters[0].PartyPosition = -1;
            }


            //character 1
            characterManager.allCharacters[1].Name              = data.characterName1;
            characterManager.allCharacters[1].Level             = data.characterLevel1;
            characterManager.allCharacters[1].MaxHealth         = data.characterHealth1;
            characterManager.allCharacters[1].Strength          = data.characterStrength1;
            characterManager.allCharacters[1].Dexterity         = data.characterDexterity1;
            characterManager.allCharacters[1].Intelect          = data.characterIntellect1;
            characterManager.allCharacters[1].Experience        = data.characterExperience1;
            characterManager.allCharacters[1].EquipmentCapacity = data.characterEquipCap1;
            characterManager.allCharacters[1].CharacterType     = data.characterType1;
            characterManager.allCharacters[1].isUnlocked        = data.characterUnlocked1;

            characterManager.allCharacters[1].IsPartyMember = data.characterInParty1;
            if (characterManager.allCharacters[1].IsPartyMember == true)
            {
                characterManager.allCharacters[1].PartyPosition = data.character1PartyPosition;
                if (characterManager.allCharacters[1].PartyPosition >= 0 && characterManager.allCharacters[1].PartyPosition < 4)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[1].PartyPosition + 1, characterManager.allCharacters[1].Name);
                }
            }
            else
            {
                characterManager.allCharacters[1].PartyPosition = -1;
            }

            //character 2
            characterManager.allCharacters[2].Name              = data.characterName2;
            characterManager.allCharacters[2].Level             = data.characterLevel2;
            characterManager.allCharacters[2].MaxHealth         = data.characterHealth2;
            characterManager.allCharacters[2].Strength          = data.characterStrength2;
            characterManager.allCharacters[2].Dexterity         = data.characterDexterity2;
            characterManager.allCharacters[2].Intelect          = data.characterIntellect2;
            characterManager.allCharacters[2].Experience        = data.characterExperience2;
            characterManager.allCharacters[2].EquipmentCapacity = data.characterEquipCap2;
            characterManager.allCharacters[2].CharacterType     = data.characterType2;
            characterManager.allCharacters[2].isUnlocked        = data.characterUnlocked2;

            characterManager.allCharacters[2].IsPartyMember = data.characterInParty2;
            if (characterManager.allCharacters[2].IsPartyMember == true)
            {
                characterManager.allCharacters[2].PartyPosition = data.character2PartyPosition;
                if (characterManager.allCharacters[2].PartyPosition >= 0 && characterManager.allCharacters[2].PartyPosition < 3)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[2].PartyPosition + 1, characterManager.allCharacters[2].Name);
                }
            }
            else
            {
                characterManager.allCharacters[2].PartyPosition = -1;
            }

            //character 3
            characterManager.allCharacters[3].Name              = data.characterName3;
            characterManager.allCharacters[3].Level             = data.characterLevel3;
            characterManager.allCharacters[3].MaxHealth         = data.characterHealth3;
            characterManager.allCharacters[3].Strength          = data.characterStrength3;
            characterManager.allCharacters[3].Dexterity         = data.characterDexterity3;
            characterManager.allCharacters[3].Intelect          = data.characterIntellect3;
            characterManager.allCharacters[3].Experience        = data.characterExperience3;
            characterManager.allCharacters[3].EquipmentCapacity = data.characterEquipCap3;
            characterManager.allCharacters[3].CharacterType     = data.characterType3;
            characterManager.allCharacters[3].isUnlocked        = data.characterUnlocked3;

            characterManager.allCharacters[3].IsPartyMember = data.characterInParty3;
            if (characterManager.allCharacters[3].IsPartyMember == true)
            {
                characterManager.allCharacters[3].PartyPosition = data.character3PartyPosition;
                if (characterManager.allCharacters[3].PartyPosition >= 0 && characterManager.allCharacters[3].PartyPosition < 3)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[3].PartyPosition + 1, characterManager.allCharacters[3].Name);
                }
            }
            else
            {
                characterManager.allCharacters[3].PartyPosition = -1;
            }
        }
    }
示例#25
0
    public void LoadMainData()
    {
        if (Application.loadedLevel == 2)
        {
            //currencies loaded
            currencyManager             = GetComponent <CurrencyManager>();
            currencyUI                  = FindObjectOfType <CurrencyUI>();
            currencyManager.Gold.Value  = data.goldValue;
            currencyManager.Scrap.Value = data.scrapValue;
            currencyManager.Food.Value  = data.foodValue;

            playerParty = FindObjectOfType <PlayerParty>();

            if (data.seed != 0)
            {
                mapGen = FindObjectOfType <MapGenerator>();
                mapGen.GenerateMap(data.seed);
            }


            inventoryDisplay = FindObjectOfType <InventoryDisplay>();
            //loads item/ inventory info
            if (data.items != null)
            {
                InventoryItem[] inSceneITems = FindObjectsOfType <InventoryItem>();

                /*foreach(InventoryItem item in inSceneITems)
                 * {
                 *  inventoryDisplay.items.Add(item);
                 * }*/
            }

            foreach (string id in data.ids)
            {
                ids.Add(id);
                ids.Clear();
            }
            foreach (EEquipmentType equip in data.itemTypes)
            {
                equipmentType.Add(equip);
                equipmentType.Clear();
            }


            characterManager = FindObjectOfType <CharacterManager>();
            //character 0
            characterManager.allCharacters[0].Name              = data.characterName0;
            characterManager.allCharacters[0].Level             = data.characterLevel0;
            characterManager.allCharacters[0].MaxHealth         = data.characterHealth0;
            characterManager.allCharacters[0].Strength          = data.characterStrength0;
            characterManager.allCharacters[0].Dexterity         = data.characterDexterity0;
            characterManager.allCharacters[0].Intelect          = data.characterIntellect0;
            characterManager.allCharacters[0].Experience        = data.characterExperience0;
            characterManager.allCharacters[0].EquipmentCapacity = data.characterEquipCap0;
            characterManager.allCharacters[0].CharacterType     = data.characterType0;
            characterManager.allCharacters[0].isUnlocked        = data.characterUnlocked0;
            //character 1
            characterManager.allCharacters[1].Name              = data.characterName1;
            characterManager.allCharacters[1].Level             = data.characterLevel1;
            characterManager.allCharacters[1].MaxHealth         = data.characterHealth1;
            characterManager.allCharacters[1].Strength          = data.characterStrength1;
            characterManager.allCharacters[1].Dexterity         = data.characterDexterity1;
            characterManager.allCharacters[1].Intelect          = data.characterIntellect1;
            characterManager.allCharacters[1].Experience        = data.characterExperience1;
            characterManager.allCharacters[1].EquipmentCapacity = data.characterEquipCap1;
            characterManager.allCharacters[1].CharacterType     = data.characterType1;
            characterManager.allCharacters[1].isUnlocked        = data.characterUnlocked1;
            //character 2
            characterManager.allCharacters[2].Name              = data.characterName2;
            characterManager.allCharacters[2].Level             = data.characterLevel2;
            characterManager.allCharacters[2].MaxHealth         = data.characterHealth2;
            characterManager.allCharacters[2].Strength          = data.characterStrength2;
            characterManager.allCharacters[2].Dexterity         = data.characterDexterity2;
            characterManager.allCharacters[2].Intelect          = data.characterIntellect2;
            characterManager.allCharacters[2].Experience        = data.characterExperience2;
            characterManager.allCharacters[2].EquipmentCapacity = data.characterEquipCap2;
            characterManager.allCharacters[2].CharacterType     = data.characterType2;
            characterManager.allCharacters[2].isUnlocked        = data.characterUnlocked2;
            //character 3
            characterManager.allCharacters[3].Name              = data.characterName3;
            characterManager.allCharacters[3].Level             = data.characterLevel3;
            characterManager.allCharacters[3].MaxHealth         = data.characterHealth3;
            characterManager.allCharacters[3].Strength          = data.characterStrength3;
            characterManager.allCharacters[3].Dexterity         = data.characterDexterity3;
            characterManager.allCharacters[3].Intelect          = data.characterIntellect3;
            characterManager.allCharacters[3].Experience        = data.characterExperience3;
            characterManager.allCharacters[3].EquipmentCapacity = data.characterEquipCap3;
            characterManager.allCharacters[3].CharacterType     = data.characterType3;
            characterManager.allCharacters[3].isUnlocked        = data.characterUnlocked3;

            //0
            characterManager.allCharacters[0].IsPartyMember = data.characterInParty0;
            if (characterManager.allCharacters[0].IsPartyMember == true)
            {
                characterManager.allCharacters[0].PartyPosition = data.character0PartyPosition;
                if (characterManager.allCharacters[0].PartyPosition >= 0 && characterManager.allCharacters[0].PartyPosition < 3)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[0].PartyPosition + 1, characterManager.allCharacters[0].Name);
                }
            }
            else
            {
                characterManager.allCharacters[0].PartyPosition = -1;
            }
            //1
            characterManager.allCharacters[1].IsPartyMember = data.characterInParty1;
            if (characterManager.allCharacters[1].IsPartyMember == true)
            {
                characterManager.allCharacters[1].PartyPosition = data.character1PartyPosition;
                if (characterManager.allCharacters[1].PartyPosition >= 0 && characterManager.allCharacters[1].PartyPosition < 4)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[1].PartyPosition + 1, characterManager.allCharacters[1].Name);
                }
            }
            else
            {
                characterManager.allCharacters[1].PartyPosition = -1;
            }
            //2
            characterManager.allCharacters[2].IsPartyMember = data.characterInParty2;
            if (characterManager.allCharacters[2].IsPartyMember == true)
            {
                characterManager.allCharacters[2].PartyPosition = data.character2PartyPosition;
                if (characterManager.allCharacters[2].PartyPosition >= 0 && characterManager.allCharacters[2].PartyPosition < 3)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[2].PartyPosition + 1, characterManager.allCharacters[2].Name);
                }
            }
            else
            {
                characterManager.allCharacters[2].PartyPosition = -1;
            }
            //3
            characterManager.allCharacters[3].IsPartyMember = data.characterInParty3;
            if (characterManager.allCharacters[3].IsPartyMember == true)
            {
                characterManager.allCharacters[3].PartyPosition = data.character3PartyPosition;
                if (characterManager.allCharacters[3].PartyPosition >= 0 && characterManager.allCharacters[3].PartyPosition < 3)
                {
                    playerParty.AddPartyMember(characterManager.allCharacters[3].PartyPosition + 1, characterManager.allCharacters[3].Name);
                }
            }
            else
            {
                characterManager.allCharacters[3].PartyPosition = -1;
            }


            //safty net of adding player to party since theres bug where he one gets deleted
            if (playerParty.characters[0] == null)
            {
                playerParty.characters[0] = characterManager.allCharacters[0];
            }
            if (playerParty.characters[1] == null)
            {
                playerParty.characters[1] = characterManager.allCharacters[1];
            }
            if (playerParty.characters[2] == null)
            {
                playerParty.characters[2] = characterManager.allCharacters[2];
            }
        }
    }
 public int SummaryScoreAccount(PlayerParty player)
 {
     return(player.ScoreAccount.Entries.Sum(x => x.Amount));
 }
 void Start()
 {
     audioSource = gameObject.GetComponent <AudioSource>();
     currentFear = 0;
     playerParty = FindObjectOfType <PlayerBehaviour>().GetComponent <PlayerParty>();
 }
示例#28
0
 void Start()
 {
     playerParty = FindObjectOfType <PlayerParty>();
 }
示例#29
0
 private void LogRoundScore(PlayerParty player, Measurement score)
 {
     _accountContext.AddRoundsScoreEntry(player, score);
 }
示例#30
0
 public void SetParty(PlayerParty _Party)           //리더 설정
 {
     Party           = _Party;
     navMesh.enabled = true;
 }
示例#31
0
 public void Start()
 {
     SetSelection(PlayerParty.FirstOrDefault());
 }