// saves the accumulated steps from player in the database public void UpdateStepsInDatabase() { ServerResponse sr = UserRequestLibrary.GetResourcesRequest(); if (m_locationTrackable) { BA_Praxis_Library.Resources res = new BA_Praxis_Library.Resources() { StepCounter = (int)m_currentStepTracker, AncientMaterial = sr.Resources.AncientMaterial, ChaosMaterial = sr.Resources.ChaosMaterial, DarkMaterial = sr.Resources.DarkMaterial, NatureMaterial = sr.Resources.NatureMaterial, NeutralMaterial = sr.Resources.NeutralMaterial }; sr = UserRequestLibrary.UpdateResourcesRequest(res); } }
public static void UpdateResourcesForCurrentSelectedCharacter(int materialsGained) { int currentCharID = PlayerData.currentSelectedCharacter; ServerResponse sr = UserRequestLibrary.GetResourcesRequest(); Resources resources = sr.Resources; // if character is adventurer if (currentCharID == 0) { resources.NeutralMaterial += materialsGained; } // if character is bandit | red ogre | werewolf else if (currentCharID == 1 || currentCharID == 5 || currentCharID == 9) { resources.DarkMaterial += materialsGained; } // if character is golem | satyr | yeti else if (currentCharID == 2 || currentCharID == 6 || currentCharID == 10) { resources.AncientMaterial += materialsGained; } // if character is wasp | rat | mandrake else if (currentCharID == 8 || currentCharID == 4 || currentCharID == 3) { resources.NatureMaterial += materialsGained; } // if character is shade else if (currentCharID == 7) { resources.ChaosMaterial += materialsGained; } UserRequestLibrary.UpdateResourcesRequest(resources); }