private void AddRandomHero()
        {
            HeroInstance hero = HeroGenerator.GenerateHero(Random.Range(1, 16));

            hero.Experience = Random.Range(0, 1000);
            ServiceLocator.AllegianceService.SetHeroAllegiance(hero, ServiceLocator.AllegianceService.Factions.ToArray().GetRandom());
        }
Example #2
0
 public void SpawnHeroes(int count)
 {
     for (int i = 0; i < count; i++)
     {
         AvailableHeroes.Add(HeroGenerator.GenerateHero(rng));
     }
 }
        public void VillainTest(FightingStyle style)
        {
            var generator = HeroGenerator.GetCreator(style);
            var villain   = generator.CreateVillain();

            villain.Name.ShouldBe(GlobalConstant.Villain);
            villain.Style.ShouldBe(style);
        }
        public void HeroTest(FightingStyle style)
        {
            var generator = HeroGenerator.GetCreator(style);
            var hero      = generator.CreateHero();

            hero.Name.ShouldBe(GlobalConstant.Hero);
            hero.Style.ShouldBe(style);
        }
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);
            heroGenerator = new HeroGenerator();

            Application.Run(heroGenerator);
        }
 static void Main()
 {
     Application.EnableVisualStyles();
     Application.SetCompatibleTextRenderingDefault(false);
     aboutForm     = new AboutForm();
     chracter      = new Hero();
     heroGenerator = new HeroGenerator();
     splashScreen  = new SplashScreen();
     Application.Run(splashScreen);
 }
        public void GenerateSettings()
        {
            ReputationGenerator.GenerateQuestPreferences(this, personalityType);
            ReputationGenerator.GenerateName(this, ReputationNameConventions.GROUP);

            for (int i = 0; i < Random.Range(MIN_HEROES_PER_FACTION, MAX_HEROES_PER_FACTION + 1); i++)
            {
                Heroes.Add(HeroGenerator.GenerateHero(this, Mathf.Clamp(initialHeroLevel + Random.Range(-1, 1), 1, 100), true));
            }
        }
 private void Start()
 {
     for (int i = 0; i < testCount; i++)
     {
         HeroBar      newBar = Instantiate(prefab, this.transform);
         HeroInstance hero   = HeroGenerator.GenerateHero(Random.Range(1, 21));
         hero.Experience = Random.Range(0, 1000);
         newBar.Hero     = hero;
         newBar.gameObject.SetActive(true);
     }
 }
Example #9
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);
            character = new Hero();

            heroGenerator = new HeroGenerator();
            aboutBoxForm  = new AboutBoxForm();

            Application.Run(heroGenerator);
        }
        private void GenerateFaction()
        {
            FactionInstance faction = FactionGenerator.GenerateFaction();

            for (int h = 0; h < Random.Range(2, 6); h++)
            {
                HeroInstance hero = HeroGenerator.GenerateHero(Random.Range(1, 16));
                hero.Experience = Random.Range(0, 1000);

                ServiceLocator.AllegianceService.SetHeroAllegiance(hero, faction);
            }
        }
Example #11
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            heroGenerator = new HeroGenerator();
            masterForm    = new MasterForm();
            splashForm    = new SplashForm();
            aboutForm     = new aboutForm();
            hero          = new Hero();

            Application.Run(splashForm);
        }
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            // Forms
            heroGenerator = new HeroGenerator();
            aboutForm     = new AboutForm();

            // Objects
            hero = new Hero();

            Application.Run(heroGenerator);
        }
Example #13
0
    void Awake()
    {
        DontDestroyOnLoad(gameObject);
        s_instance = this;
        if (m_resMgr == null)
        {
            m_resMgr = gameObject.AddComponent <ResMgr>();
        }

        if (m_heroGenerator == null)
        {
            m_heroGenerator = gameObject.AddComponent <HeroGenerator>();
        }

        if (m_enemyGenerator == null)
        {
            m_enemyGenerator = gameObject.AddComponent <EnemyGenerator>();
        }

        Init();
    }
Example #14
0
        public static void InitializeServices(GameSetupData data)
        {
            //Factions and heroes
            for (int i = 0; i < data.factionCount; i++)
            {
                FactionInstance faction = FactionGenerator.GenerateFaction();
                foreach (HeroType heroType in Enum.GetValues(typeof(HeroType)))
                {
                    HeroInstance hero = HeroGenerator.GenerateHero(1, heroType);
                    ServiceLocator.AllegianceService.SetHeroAllegiance(hero, faction);
                }

                /*for (int h = 0; h < Random.Range(data.heroesPerFactionMin, data.heroesPerFactionMax + 1); h++) {
                 *      HeroInstance hero = HeroGenerator.GenerateHero(1);
                 *      ServiceLocator.AllegianceService.SetHeroAllegiance(hero, faction);
                 * }*/

                for (int q = 0; q < data.startQuests; q++)
                {
                    QuestInstance quest = QuestGenerator.GenerateQuest(1, QuestMakeupType.SOLO);
                    ServiceLocator.QuestService.RegisterQuest(quest, faction);
                }
            }
        }
Example #15
0
 public void LevelUp()
 {
     HeroGenerator.LevelUpHero(this);
     // To Do dodać zwiększanie się statystyk bohatera
 }
Example #16
0
 public QuestRewardHero(QuestSourceFaction faction)
 {
     Hero = HeroGenerator.GenerateHero(faction, Mathf.Clamp(faction.AverageHeroLevel + Random.Range(-5, 5), 1, 100), false);
 }