Beispiel #1
0
    private string PopulateMissionNameWithRandomValues(string missionName)
    {
        string currentKey  = "";
        bool   addingToKey = false;

        //Loop through all characters looking for keys ([KEY]).
        for (int i = 0; i < missionName.Length; i++)
        {
            if (missionName[i] == '[')
            {
                addingToKey = true;
            }
            else if (missionName[i] == ']')
            {
                string currentKeyCSV  = (Resources.Load(currentKey) as TextAsset).ToString();
                VeCSV  possibleValues = new VeCSV(currentKeyCSV, VeCSV.HeaderDirection.Horizontal);

                missionName = missionName.Replace("[" + currentKey + "]", possibleValues.Get(0, Random.Range(0, possibleValues.subValueCount)));

                addingToKey = false;
                currentKey  = "";
            }
            else if (addingToKey)
            {
                currentKey += missionName[i];
            }
        }

        return(missionName);
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        //Find objects in scene.
        gameManager = GameObject.FindObjectOfType <GameManager>();
        areaCreator = GameObject.FindObjectOfType <AreaCreator>();

        GameObject dynamicObjectHolder;

        if (GameObject.Find("Dynamic Object Holder") != null)
        {
            dynamicObjectHolder = GameObject.Find("Dynamic Object Holder");
        }
        else
        {
            dynamicObjectHolder = new GameObject("Dynamic Object Holder");
        }

        missionObjectHolder = new GameObject("Mission Object Holder");
        missionObjectHolder.transform.parent = dynamicObjectHolder.transform;

        //Load in the mission weightings.
        string missionWeightingsCSV = (Resources.Load("Mission Weightings") as TextAsset).ToString();

        missionWeightings = new VeCSV(missionWeightingsCSV, VeCSV.HeaderDirection.Horizontal);

        //Load in the possible mission names based on mission type.
        string missionNamesCSV = (Resources.Load("Mission Names") as TextAsset).ToString();

        missionNames = new VeCSV(missionNamesCSV, VeCSV.HeaderDirection.Horizontal);
    }
Beispiel #3
0
    public void ReadInGunData(TextAsset file, bool append)
    {
        VeCSV gunCSV = new VeCSV(file.text, VeCSV.HeaderDirection.Horizontal);

        //Initalize gun array.
        allGuns = new Gun[gunCSV.subValueCount - 1];

        //Pull out the data using the parsed indexes.
        for (int i = 1; i < gunCSV.subValueCount; i++)
        {
            string name        = gunCSV.Get("Name", i);
            string damage      = gunCSV.Get("Damage", i);
            string accuracy    = gunCSV.Get("Accuracy", i);
            string range       = gunCSV.Get("Range (m)", i);
            string clipSize    = gunCSV.Get("Clip Size", i);
            string fireRate    = gunCSV.Get("Fire Rate (RPM)", i);
            string reloadTime  = gunCSV.Get("Reload Time", i);
            string weight      = gunCSV.Get("Weight (g)", i);
            string size        = gunCSV.Get("Size", i);
            string price       = gunCSV.Get("Price", i);
            string fearFactor  = gunCSV.Get("Fear Factor", i);
            string noise       = gunCSV.Get("Noise", i);
            string concealable = gunCSV.Get("Concealable", i);
            string moraleBoost = gunCSV.Get("Morale Boost", i);
            string rarity      = gunCSV.Get("Rarity", i);
            string region      = gunCSV.Get("Region of Origin", i);
            string storage     = gunCSV.Get("Storage Units", i);

            allGuns[i - 1] = new Gun(name, int.Parse(damage), int.Parse(accuracy), int.Parse(range), int.Parse(clipSize), float.Parse(fireRate), float.Parse(reloadTime), float.Parse(weight), size, float.Parse(price), int.Parse(fearFactor), int.Parse(noise),
                                     BoolParse(concealable), int.Parse(moraleBoost), float.Parse(rarity), region, 0, int.Parse(storage));
        }
    }