Beispiel #1
0
    void RandomCharacterStars()
    {
        stars = new AllStats();

        FieldInfo[] fInfos = stars.GetType().GetFields();
        FieldInfo   fInfo  = stars.GetType().GetFields()[UnityEngine.Random.Range(0, fInfos.Length)];

        fInfo.SetValue(this.stars, (int)fInfo.GetValue(this.stars) + 1);
        Debug.Log($"{name} {fInfo.Name}");
    }
Beispiel #2
0
    void RandomCharacterStats()
    {
        stats = new AllStats();

        FieldInfo[] fInfos = stats.GetType().GetFields();
        for (int i = 0; i < fInfos.Length; i++)
        {
            FieldInfo fInfo = fInfos[i];
            fInfo.SetValue(this.stats, (int)fInfo.GetValue(this.stats) + 1);
        }
        for (int i = 0; i < (50 - fInfos.Length); i++)
        {
            FieldInfo fInfo = stats.GetType().GetFields()[UnityEngine.Random.Range(0, fInfos.Length)];
            fInfo.SetValue(this.stats, (int)fInfo.GetValue(this.stats) + 1);
        }
    }
Beispiel #3
0
    public Character(string name)
    {
        id        = GenerateID();
        this.name = name;
        gender    = Convert.ToBoolean(UnityEngine.Random.Range(0, 2)) ? GenderType.Male : GenderType.Female;


        stats = new AllStats();

        FieldInfo[] fInfos = stats.GetType().GetFields();
        for (int i = 0; i < fInfos.Length; i++)
        {
            FieldInfo fInfo = fInfos[i];
            fInfo.SetValue(this.stats, (int)fInfo.GetValue(this.stats) + 1);
        }
        for (int i = 0; i < (50 - fInfos.Length); i++)
        {
            FieldInfo fInfo = stats.GetType().GetFields()[UnityEngine.Random.Range(0, fInfos.Length)];
            fInfo.SetValue(this.stats, (int)fInfo.GetValue(this.stats) + 1);
        }


        currentHitPoint = MaxHitPoint;

        level = 1;

        RandomBirthMark(ref birthMarks);



        equipments   = new List <Equipment>();
        workStatus   = WorkStatus.Idle;
        healthStatus = HealthStatus.Healthly;
        spritePath   = "Sprites/Character/Character" + UnityEngine.Random.Range(1, 10).ToString();
        effects      = new List <Resource.Effect>();
    }