private void CreateLineageObjs() { var num = 700; var num2 = 400; var num3 = 0; if (Game.PlayerStats.FamilyTreeArray.Count > 10) { for (var i = 0; i < 10; i++) { var familyTreeNode = Game.PlayerStats.FamilyTreeArray[i]; var lineageObj = new LineageObj(null, true); lineageObj.IsDead = true; lineageObj.Age = familyTreeNode.Age; lineageObj.ChildAge = familyTreeNode.ChildAge; lineageObj.Class = familyTreeNode.Class; lineageObj.PlayerName = familyTreeNode.Name; lineageObj.IsFemale = familyTreeNode.IsFemale; lineageObj.SetPortrait(familyTreeNode.HeadPiece, familyTreeNode.ShoulderPiece, familyTreeNode.ChestPiece); lineageObj.NumEnemiesKilled = familyTreeNode.NumEnemiesBeaten; lineageObj.BeatenABoss = familyTreeNode.BeatenABoss; lineageObj.SetTraits(familyTreeNode.Traits); lineageObj.UpdateAge(num); lineageObj.UpdateData(); lineageObj.UpdateClassRank(); num += lineageObj.Age; lineageObj.X = num3; num3 += num2; m_lineageArray.Add(lineageObj); } return; } foreach (var current in Game.PlayerStats.FamilyTreeArray) { var lineageObj2 = new LineageObj(null, true); lineageObj2.IsDead = true; lineageObj2.Age = current.Age; lineageObj2.ChildAge = current.ChildAge; lineageObj2.Class = current.Class; lineageObj2.PlayerName = current.Name; lineageObj2.IsFemale = current.IsFemale; lineageObj2.SetPortrait(current.HeadPiece, current.ShoulderPiece, current.ChestPiece); lineageObj2.NumEnemiesKilled = current.NumEnemiesBeaten; lineageObj2.BeatenABoss = current.BeatenABoss; lineageObj2.SetTraits(current.Traits); lineageObj2.UpdateAge(num); lineageObj2.UpdateData(); lineageObj2.UpdateClassRank(); num += lineageObj2.Age; lineageObj2.X = num3; num3 += num2; m_lineageArray.Add(lineageObj2); } }
private void CreateLineageObjDebug() { var num = 700; var num2 = 400; var num3 = 0; for (var i = 0; i < 10; i++) { FamilyTreeNode familyTreeNode; if (i > Game.PlayerStats.FamilyTreeArray.Count - 1) { familyTreeNode = new FamilyTreeNode { Age = (byte)CDGMath.RandomInt(15, 30), ChildAge = (byte)CDGMath.RandomInt(15, 30), Name = Game.NameArray[CDGMath.RandomInt(0, Game.NameArray.Count - 1)], HeadPiece = (byte)CDGMath.RandomInt(1, 5), ShoulderPiece = (byte)CDGMath.RandomInt(1, 5), ChestPiece = (byte)CDGMath.RandomInt(1, 5) }; } else { familyTreeNode = Game.PlayerStats.FamilyTreeArray[i]; } var lineageObj = new LineageObj(null, true); lineageObj.IsDead = true; lineageObj.Age = familyTreeNode.Age; lineageObj.ChildAge = familyTreeNode.ChildAge; lineageObj.Class = familyTreeNode.Class; lineageObj.PlayerName = familyTreeNode.Name; lineageObj.IsFemale = familyTreeNode.IsFemale; lineageObj.SetPortrait(familyTreeNode.HeadPiece, familyTreeNode.ShoulderPiece, familyTreeNode.ChestPiece); lineageObj.NumEnemiesKilled = familyTreeNode.NumEnemiesBeaten; lineageObj.BeatenABoss = familyTreeNode.BeatenABoss; lineageObj.SetTraits(familyTreeNode.Traits); lineageObj.UpdateAge(num); lineageObj.UpdateData(); lineageObj.UpdateClassRank(); num += lineageObj.Age; lineageObj.X = num3; num3 += num2; m_lineageArray.Add(lineageObj); } }
public void LoadFamilyTreeData() { this.m_masterArray.Clear(); int num = 700; if (Game.PlayerStats.FamilyTreeArray != null && Game.PlayerStats.FamilyTreeArray.Count > 0) { int num2 = 0; using (List<FamilyTreeNode>.Enumerator enumerator = Game.PlayerStats.FamilyTreeArray.GetEnumerator()) { while (enumerator.MoveNext()) { FamilyTreeNode current = enumerator.Current; LineageObj lineageObj = new LineageObj(this, true); lineageObj.IsDead = true; lineageObj.Age = current.Age; lineageObj.ChildAge = current.ChildAge; lineageObj.Class = current.Class; lineageObj.PlayerName = current.Name; lineageObj.IsFemale = current.IsFemale; lineageObj.SetPortrait(current.HeadPiece, current.ShoulderPiece, current.ChestPiece); lineageObj.NumEnemiesKilled = current.NumEnemiesBeaten; lineageObj.BeatenABoss = current.BeatenABoss; lineageObj.SetTraits(current.Traits); lineageObj.UpdateAge(num); lineageObj.UpdateData(); lineageObj.UpdateClassRank(); num += (int)lineageObj.Age; lineageObj.X = (float)num2; num2 += this.m_xPosOffset; this.m_masterArray.Add(lineageObj); if (lineageObj.Traits.X == 20f || lineageObj.Traits.Y == 20f) { lineageObj.FlipPortrait = true; } } return; } } int num3 = 0; LineageObj lineageObj2 = new LineageObj(this, true); lineageObj2.IsDead = true; lineageObj2.Age = 30; lineageObj2.ChildAge = 5; lineageObj2.Class = 0; lineageObj2.PlayerName = "Sir Johannes"; lineageObj2.SetPortrait(1, 1, 1); lineageObj2.NumEnemiesKilled = 50; lineageObj2.BeatenABoss = false; lineageObj2.UpdateAge(num); lineageObj2.UpdateData(); lineageObj2.UpdateClassRank(); num += (int)lineageObj2.Age; lineageObj2.X = (float)num3; num3 += this.m_xPosOffset; this.m_masterArray.Add(lineageObj2); if (lineageObj2.Traits.X == 20f || lineageObj2.Traits.Y == 20f) { lineageObj2.FlipPortrait = true; } }
public void LoadFamilyTreeData() { m_masterArray.Clear(); var num = 700; if (Game.PlayerStats.FamilyTreeArray != null && Game.PlayerStats.FamilyTreeArray.Count > 0) { var num2 = 0; using (var enumerator = Game.PlayerStats.FamilyTreeArray.GetEnumerator()) { while (enumerator.MoveNext()) { var current = enumerator.Current; var lineageObj = new LineageObj(this, true); lineageObj.IsDead = true; lineageObj.Age = current.Age; lineageObj.ChildAge = current.ChildAge; lineageObj.Class = current.Class; lineageObj.PlayerName = current.Name; lineageObj.IsFemale = current.IsFemale; lineageObj.SetPortrait(current.HeadPiece, current.ShoulderPiece, current.ChestPiece); lineageObj.NumEnemiesKilled = current.NumEnemiesBeaten; lineageObj.BeatenABoss = current.BeatenABoss; lineageObj.SetTraits(current.Traits); lineageObj.UpdateAge(num); lineageObj.UpdateData(); lineageObj.UpdateClassRank(); num += lineageObj.Age; lineageObj.X = num2; num2 += m_xPosOffset; m_masterArray.Add(lineageObj); if (lineageObj.Traits.X == 20f || lineageObj.Traits.Y == 20f) { lineageObj.FlipPortrait = true; } } return; } } var num3 = 0; var lineageObj2 = new LineageObj(this, true); lineageObj2.IsDead = true; lineageObj2.Age = 30; lineageObj2.ChildAge = 5; lineageObj2.Class = 0; lineageObj2.PlayerName = "Sir Johannes"; lineageObj2.SetPortrait(1, 1, 1); lineageObj2.NumEnemiesKilled = 50; lineageObj2.BeatenABoss = false; lineageObj2.UpdateAge(num); lineageObj2.UpdateData(); lineageObj2.UpdateClassRank(); num += lineageObj2.Age; lineageObj2.X = num3; num3 += m_xPosOffset; m_masterArray.Add(lineageObj2); if (lineageObj2.Traits.X == 20f || lineageObj2.Traits.Y == 20f) { lineageObj2.FlipPortrait = true; } }
private void CreateLineageObjs() { int num = 700; int num2 = 400; int num3 = 0; if (Game.PlayerStats.FamilyTreeArray.Count > 10) { for (int i = 0; i < 10; i++) { FamilyTreeNode familyTreeNode = Game.PlayerStats.FamilyTreeArray[i]; LineageObj lineageObj = new LineageObj(null, true); lineageObj.IsDead = true; lineageObj.Age = familyTreeNode.Age; lineageObj.ChildAge = familyTreeNode.ChildAge; lineageObj.Class = familyTreeNode.Class; lineageObj.PlayerName = familyTreeNode.Name; lineageObj.IsFemale = familyTreeNode.IsFemale; lineageObj.SetPortrait(familyTreeNode.HeadPiece, familyTreeNode.ShoulderPiece, familyTreeNode.ChestPiece); lineageObj.NumEnemiesKilled = familyTreeNode.NumEnemiesBeaten; lineageObj.BeatenABoss = familyTreeNode.BeatenABoss; lineageObj.SetTraits(familyTreeNode.Traits); lineageObj.UpdateAge(num); lineageObj.UpdateData(); lineageObj.UpdateClassRank(); num += (int)lineageObj.Age; lineageObj.X = (float)num3; num3 += num2; this.m_lineageArray.Add(lineageObj); } return; } foreach (FamilyTreeNode current in Game.PlayerStats.FamilyTreeArray) { LineageObj lineageObj2 = new LineageObj(null, true); lineageObj2.IsDead = true; lineageObj2.Age = current.Age; lineageObj2.ChildAge = current.ChildAge; lineageObj2.Class = current.Class; lineageObj2.PlayerName = current.Name; lineageObj2.IsFemale = current.IsFemale; lineageObj2.SetPortrait(current.HeadPiece, current.ShoulderPiece, current.ChestPiece); lineageObj2.NumEnemiesKilled = current.NumEnemiesBeaten; lineageObj2.BeatenABoss = current.BeatenABoss; lineageObj2.SetTraits(current.Traits); lineageObj2.UpdateAge(num); lineageObj2.UpdateData(); lineageObj2.UpdateClassRank(); num += (int)lineageObj2.Age; lineageObj2.X = (float)num3; num3 += num2; this.m_lineageArray.Add(lineageObj2); } }
private void CreateLineageObjDebug() { int num = 700; int num2 = 400; int num3 = 0; for (int i = 0; i < 10; i++) { FamilyTreeNode familyTreeNode; if (i > Game.PlayerStats.FamilyTreeArray.Count - 1) { familyTreeNode = new FamilyTreeNode { Age = (byte)CDGMath.RandomInt(15, 30), ChildAge = (byte)CDGMath.RandomInt(15, 30), Name = Game.NameArray[CDGMath.RandomInt(0, Game.NameArray.Count - 1)], HeadPiece = (byte)CDGMath.RandomInt(1, 5), ShoulderPiece = (byte)CDGMath.RandomInt(1, 5), ChestPiece = (byte)CDGMath.RandomInt(1, 5) }; } else { familyTreeNode = Game.PlayerStats.FamilyTreeArray[i]; } LineageObj lineageObj = new LineageObj(null, true); lineageObj.IsDead = true; lineageObj.Age = familyTreeNode.Age; lineageObj.ChildAge = familyTreeNode.ChildAge; lineageObj.Class = familyTreeNode.Class; lineageObj.PlayerName = familyTreeNode.Name; lineageObj.IsFemale = familyTreeNode.IsFemale; lineageObj.SetPortrait(familyTreeNode.HeadPiece, familyTreeNode.ShoulderPiece, familyTreeNode.ChestPiece); lineageObj.NumEnemiesKilled = familyTreeNode.NumEnemiesBeaten; lineageObj.BeatenABoss = familyTreeNode.BeatenABoss; lineageObj.SetTraits(familyTreeNode.Traits); lineageObj.UpdateAge(num); lineageObj.UpdateData(); lineageObj.UpdateClassRank(); num += (int)lineageObj.Age; lineageObj.X = (float)num3; num3 += num2; this.m_lineageArray.Add(lineageObj); } }