void Start() { UnitEquipment = new UnitEquipment(); ModelInfos = new HumanModelInfos(); RandomizeModel(); SkinToneMaxValue = Enum.GetNames(typeof(SkinTone)).Length - 1; HairTypeMaxValue = 16 + 1; HairColorMaxValue = Enum.GetNames(typeof(HairColor)).Length; }
public static UnitEquipment Deserialize(UnitEquipmentSerializable serializedData, Dictionary <string, string> itemsDb) { UnitEquipment unitEquipment = new UnitEquipment(); unitEquipment.RightWeapon = DeserializeItem(unitEquipment.RightWeapon, serializedData.RightWeapon.ToString(), itemsDb); unitEquipment.LeftWeapon = DeserializeItem(unitEquipment.LeftWeapon, serializedData.LeftWeapon.ToString(), itemsDb); unitEquipment.Body = DeserializeItem(unitEquipment.Body, serializedData.Body.ToString(), itemsDb); unitEquipment.Head = DeserializeItem(unitEquipment.Head, serializedData.Head.ToString(), itemsDb); unitEquipment.Back = DeserializeItem(unitEquipment.Back, serializedData.Back.ToString(), itemsDb); unitEquipment.AccessoryA = DeserializeItem(unitEquipment.AccessoryA, serializedData.AccessoryA.ToString(), itemsDb); unitEquipment.AccessoryB = DeserializeItem(unitEquipment.AccessoryB, serializedData.AccessoryB.ToString(), itemsDb); return(unitEquipment); }
public static UnitEquipmentSerializable Serialize(UnitEquipment unitEquipment) { UnitEquipmentSerializable serializedData = new UnitEquipmentSerializable(); serializedData.RightWeapon = (unitEquipment.RightWeapon == null) ? 0 : unitEquipment.RightWeapon.ItemId; serializedData.LeftWeapon = (unitEquipment.LeftWeapon == null) ? 0 : unitEquipment.LeftWeapon.ItemId; serializedData.Body = (unitEquipment.Body == null) ? 0 : unitEquipment.Body.ItemId; serializedData.Head = (unitEquipment.Head == null) ? 0 : unitEquipment.Head.ItemId; serializedData.Back = (unitEquipment.Back == null) ? 0 : unitEquipment.Back.ItemId; serializedData.AccessoryA = (unitEquipment.AccessoryA == null) ? 0 : unitEquipment.AccessoryA.ItemId; serializedData.AccessoryB = (unitEquipment.AccessoryB == null) ? 0 : unitEquipment.AccessoryB.ItemId; return(serializedData); }
public static GameObject BuildModel(HumanModelInfos modelInfos, UnitEquipment unitEquipment) { GameObject model = GameObject.Instantiate((GameObject)Resources.Load("Body/Template", typeof(GameObject))); if (modelInfos == null) { modelInfos = new HumanModelInfos(); modelInfos.Randomize(); } AddHair(model, modelInfos); AddBody(model, modelInfos, unitEquipment.Body); AddHead(model, unitEquipment.Head); AddBack(model, unitEquipment.Back); AddWeapons(model, unitEquipment.RightWeapon, unitEquipment.LeftWeapon); return(model); }
public async Task <IActionResult> CreateEquipment(int unitId, string type) { // TODO specify amount of items to be created var dbContext = new ApartmentsDbContext(); var equipments = dbContext.Equipments.Where(equipment => equipment.Type == type).ToList(); var equipmentDTO = new EquipmentDTO(); if (equipments.Count == 0) { equipmentDTO.Type = type; equipmentDTO.UnitEquipments = new List <UnitEquipment>(); await _equipmentFacade.CreateEquipmentAsync(equipmentDTO); equipments = dbContext.Equipments.Where(equipment => equipment.Type == type).ToList(); } var equipment = equipments.First(); equipmentDTO.Type = equipment.Type; equipmentDTO.UnitEquipments = equipment.UnitEquipments; equipmentDTO.Id = equipment.Id; var unitEquipment = new UnitEquipment { EquipmentId = equipment.Id, UnitId = unitId }; equipmentDTO.UnitEquipments.Add(unitEquipment); await _equipmentFacade.UpdateEquipmentAsync(equipmentDTO); return(RedirectToAction(nameof(ShowEquipments), new { unitId })); }