public void GainSkillSlots(int gainedSlots) { if (CharacterSkills == null) { CharacterSkills = new List <Skill>(); } SkillSlots += gainedSlots; for (int i = 0; i < gainedSlots; i++) { CharacterSkills.Add(CharacterGenerator.GenerateSkill("None")); } }
public Profession(CharacterData character) { string[] allProfessions = File.ReadAllLines("Assets/Resources/Professions.txt"); string[] professionData = allProfessions[UnityEngine.Random.Range(0, allProfessions.Length)].Split('|'); Name = professionData[0]; AgeLimitations = new Range(professionData[1]); Description = professionData[2]; string[] abilityModifiers = professionData[3].Split('&'); for (int i = 0; i < abilityModifiers.Length; i++) { string[] abilityModifier = abilityModifiers[i].Split('='); AbilityModifiers.Add((Abilities)Enum.Parse(typeof(Abilities), abilityModifier[0]), int.Parse(abilityModifier[1])); } JobType = (ProfessionalCategories)Enum.Parse(typeof(ProfessionalCategories), professionData[4]); JobSkill = character.GainSkill(CharacterGenerator.GenerateSkill(professionData[5])); Proficiency = DetermineProficiency(character); }