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- using UnityEngine;
- using System.Collections;
- using GameFramework.Patterns;
- // Some Ideas of what need to be in here, though this may be temporary
- public struct PlayerDataCore
- {
- private string userName;
- public string UserName { get {return userName;} set {userName = value;} }
- private string password;
- public string Password { get {return password;} set {password = value;} }
- private string clanName;
- public string ClanName { get {return clanName;} set {clanName = value;} }
- private int totalClanSlotCount;
- public int TotalClanSlotCount { get {return totalClanSlotCount;} set {totalClanSlotCount = value;} }
- private int availableClanSlots;
- public int AvailableClanSlots { get {return availableClanSlots;} set {availableClanSlots = value;} }
- }
- public class PlayerCore
- {
- public static PlayerCore Instance { get { return Singleton<PlayerCore>.Instance; } }
- private int touched;
- public int Touched { get {return touched;} }
- private bool connectedToChat = false;
- public bool ConnectedToChat { get {return connectedToChat;} }
- public PlayerCore()
- {
- PlayerDataCore playerDataCore = new PlayerDataCore();
- playerDataCore.UserName = "FUCK";
- Debug.Log("Player Core has been instanced...");
- touched = 0;
- try
- {
- //Debug.Log("Trying from PlayerCore......");
- Debug.Log(string.Format("UserName: {0}", playerDataCore.UserName));
- }
- finally
- {
- //Debug.Log("Finally from PlayerCore......");
- }
- }
- public void addTouched(int val)
- {
- touched += val;
- }
- public void CheckConnectedToChat()
- {
- if(connectedToChat == true)
- {
- Debug.Log("Connected to Chat...");
- }
- else
- {
- Debug.Log("NOT Connected to Chat...");
- }
- }
- public void SetConnectedToChat(bool value)
- {
- connectedToChat = value;
- }
- }
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