public static void applyDiseaseEffects(Disease d, pirate p, List <Disease> bcsunity) { d.daysActive++; if (d.daysActive < d.duration) { foreach (Effect effect in d.effects) { if (effect.effectType == Stat.Food) { p.hunger += effect.effect; } else if (effect.effectType == Stat.Water) { p.thirst += effect.effect; } else if (effect.effectType == Stat.MH) { p.mhp += effect.effect; } else if (effect.effectType == Stat.PH) { p.php += effect.effect; } } } else { bcsunity.Add(d); } }
private void Start() { pm = gameObject.GetComponent <PointManager>(); namegen = gameObject.GetComponent <Lexic.NameGenerator>(); debugfood = resources.food; debugoranges = resources.oranges; debugwater = resources.water; debugbooze = resources.booze; debuggold = resources.gold; for (int i = 0; i < 10; i++) { pirate p = new pirate(); p.maxphp = 100f; p.maxmhp = 100f; p.mhp = p.maxmhp; p.php = p.maxphp; p.name = namegen.GetNextRandomName(); if (i < 5) { p.prof = Class.Sailor; } else { p.prof = Class.Fighter; } pirates.Add(p); } }
private void Start() { //test //UnityEngine.Random r = new UnityEngine.Random(); //UnityEngine.Random.InitState(System.DateTime.Now.Millisecond); //for (int i = 0; i < 100; i++) //{ // Debug.Log(UnityEngine.Random.Range(0, 100)); //} turncount = 0; MaxHull = 100; HullPoint = MaxHull; pm = gameObject.GetComponent <PointManager>(); namegen = gameObject.GetComponent <Lexic.NameGenerator>(); /*debugfood=resources.food; * debugoranges=resources.oranges; * debugwater=resources.water; * debugbooze=resources.booze; * debuggold=resources.gold;*/ for (int i = 0; i < 10; i++) { pirate p = new pirate(); p.vc = 50; p.maxphp = 100f; p.maxmhp = 100f; p.mhp = p.maxmhp; p.php = p.maxphp; p.name = namegen.GetNextRandomName(); if (i < 5) { p.prof = Class.Sailor; } else { p.prof = Class.Fighter; } pirates.Add(p); } }
public void AddSailor() { if (resources.gold >= sailorprice) { pirate p = new pirate(); p.vc = 50; p.maxphp = 100f; p.maxmhp = 100f; p.mhp = p.maxmhp; p.php = p.maxphp; p.name = manager.namegen.GetNextRandomName(); p.prof = Class.Sailor; gamemanager.GetComponent <manager>().pirates.Add(p); } else { Debug.Log("No money"); } }