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using UnityEngine; | |
using System.Collections; | |
using System; //Last 3 for Serialization | |
using System.Runtime.Serialization.Formatters.Binary; | |
using System.IO; | |
public class GameControl : MonoBehaviour { | |
public static GameControl control; | |
void Awake () | |
{ | |
if (control == null) { | |
DontDestroyOnLoad (gameObject); //keep only one object, there can be only one | |
control = this; | |
} | |
else if (control != this) | |
{ | |
Destroy (gameObject); | |
} | |
} | |
void OnGUI () | |
{ | |
//GUI.Label (new Rect(10, 10, 100, 30), "Health: " + health); | |
//GUI.Label (new Rect(10, 40, 150, 30), "Experience: " + exp); | |
} | |
public void Save () | |
{ | |
//Create Formatter and Stream, then serialize data TO the Stream under the Formatter ex. bf.Serialize(Stream, info) | |
BinaryFormatter bf = new BinaryFormatter (); | |
FileStream file = File.Create (Application.persistentDataPath + "/player.dat"); | |
PlayerData data = new PlayerData (); | |
//playerdata needs to contain info to be serialized | |
bf.Serialize (file, data); | |
file.Close (); | |
} | |
public void Load() | |
{ | |
if (File.Exists(Application.persistentDataPath + "/player.dat")) | |
{ | |
BinaryFormatter bf = new BinaryFormatter (); | |
FileStream file = File.Open (Application.persistentDataPath + "/playerInfo.dat", FileMode.Open); | |
file.Close(); | |
} | |
} | |
} | |
[Serializable] //CAN save to file | |
class PlayerData | |
{ | |
//I have no idea what to put here | |
} |
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using System.Runtime.Serialization.Formatters.Binary; | |
using System.IO; | |
[Serializable] | |
public class GuardA : MonoBehaviour { | |
public StandardPlayerParadigm profile; | |
private Mercenary job; | |
private GuardPrototype type; | |
// Use this for initialization | |
void Start () { | |
profile = new StandardPlayerParadigm (); | |
job = new Mercenary (); | |
type = new GuardPrototype (); | |
//decl the stats | |
profile.Name = "Guard A"; | |
profile.stdType = type.stdType; //Which child of StandardType? | |
profile.Job = job.Job; //Class | |
profile.JobDescription = job.JobDescription; //ClassDescription | |
profile.Level = 1; | |
profile.Health = type.Health; | |
profile.Mana = type.Mana; | |
profile.TP = type.TP; | |
profile.Attack = type.Attack; | |
profile.Defense = type.Defense; | |
profile.MagicAttack = type.MagicAttack; | |
profile.MagicDefense = type.MagicDefense; | |
profile.Critical = type.Critical; | |
profile.Dexterity = type.Dexterity; | |
profile.HitRate = type.HitRate; | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
void OnGUI() | |
{ | |
//Display the following to confirm values | |
GUILayout.Label (profile.Name); | |
GUILayout.Label (profile.stdType); | |
GUILayout.Label (profile.Level.ToString()); | |
GUILayout.Label (profile.Job); | |
GUILayout.Label (profile.JobDescription); | |
GUILayout.Label (profile.Health.ToString()); | |
GUILayout.Label (profile.Mana.ToString()); | |
GUILayout.Label (profile.TP.ToString()); | |
GUILayout.Label (profile.Attack.ToString()); | |
GUILayout.Label (profile.Defense.ToString()); | |
GUILayout.Label (profile.MagicAttack.ToString()); | |
GUILayout.Label (profile.MagicDefense.ToString()); | |
GUILayout.Label (profile.Critical.ToString()); | |
GUILayout.Label (profile.Dexterity.ToString()); | |
GUILayout.Label (profile.HitRate.ToString()); | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
[System.Serializable] | |
public class GuardPrototype : StandardParadigm{ | |
public GuardPrototype() | |
{ | |
stdType = "Royal Guard"; | |
Health = 20f; | |
Mana = 0f; //for now | |
TP = 0f; //for now | |
Attack = 12f; | |
Defense = 6f; | |
MagicAttack = 3f; | |
MagicDefense = 5f; | |
Critical = .03f; | |
Dexterity = 0f; //for now | |
HitRate = .7f; //for now | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
[System.Serializable] | |
public class JobParadigm: MonoBehaviour { | |
public string Job { get; set; } | |
public string JobDescription { get; set; } | |
//Eventually will have stat mods | |
} |
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using UnityEngine; | |
using System.Collections; | |
[System.Serializable] | |
public class Mercenary : JobParadigm { | |
public Mercenary() | |
{ | |
Job = "Mercenary"; | |
JobDescription = "Made a living out of it -- must be good at it!"; | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
[System.Serializable] | |
public class StandardParadigm : TypeParadigm { | |
public string stdType { get; set; } | |
} |
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using UnityEngine; | |
using System.Collections; | |
[System.Serializable] | |
public class StandardPlayerParadigm : StandardParadigm{ | |
public string Name { get; set; } | |
public int Level { get; set; } | |
public string Job { get; set; } | |
public string JobDescription { get; set; } | |
} |
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using UnityEngine; | |
using System.Collections; | |
[System.Serializable] | |
public class TypeParadigm { | |
public string Type { get; set; } | |
//Stats are controlled by type | |
public float Health { get; set; } | |
public float Mana { get; set; } | |
public float TP { get; set; } //Tech Points | |
public float Attack { get; set; } | |
public float Defense { get; set; } | |
public float MagicAttack { get; set; } | |
public float MagicDefense { get; set; } | |
public float Critical { get; set; } | |
public float Dexterity { get; set; } //Speed | |
public float HitRate { get; set; } | |
} |
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