Exemple #1
0
    public int GenerateDiamondByClass(ClassLabel classLabel, int baseAmount)
    {
        var amount = 0;

        switch (classLabel)
        {
        case ClassLabel.S:
            amount = baseAmount * Random.Range(5, 10);
            break;

        case ClassLabel.A:
            amount = baseAmount * Random.Range(2, 4);
            break;

        case ClassLabel.B:
            amount = baseAmount * Random.Range(1, 2);
            break;

        case ClassLabel.C:
            amount = baseAmount * Random.Range(1, 1);
            break;

        default:
            break;
        }
        return(amount);
    }
Exemple #2
0
    public int AssignBasePointPerLevelOfClass(ClassLabel classLabel)
    {
        var point = 0;

        switch (classLabel)
        {
        case ClassLabel.S:
            point = (int)Random.Range(sPointPerLevel.min, sPointPerLevel.max + 1);
            break;

        case ClassLabel.A:
            point = (int)Random.Range(aPointPerLevel.min, aPointPerLevel.max + 1);
            break;

        case ClassLabel.B:
            point = (int)Random.Range(bPointPerLevel.min, bPointPerLevel.max + 1);
            break;

        case ClassLabel.C:
            point = (int)Random.Range(cPointPerLevel.min, cPointPerLevel.max + 1);
            break;

        default:
            break;
        }
        return(point);
    }
Exemple #3
0
    public int GenerateGoldByClass(ClassLabel classLabel, int baseAmount)
    {
        var gold = 0;

        switch (classLabel)
        {
        case ClassLabel.S:
            gold = baseAmount * Random.Range(5, 10);
            break;

        case ClassLabel.A:
            gold = baseAmount * Random.Range(2, 4);
            break;

        case ClassLabel.B:
            gold = baseAmount * Random.Range(1, 2);
            break;

        case ClassLabel.C:
            gold = baseAmount * Random.Range(1, 1);
            break;

        default:
            break;
        }
        return(gold);
    }
Exemple #4
0
    public Sprite GetClassSpriteByLabel(ClassLabel label)
    {
        var pattern = "{0} => {1}";

        switch (label)
        {
        case ClassLabel.A:
            return(spriteHelper.Get(string.Format(pattern, recruitUILoc, "a-class")));

        case ClassLabel.B:
            return(spriteHelper.Get(string.Format(pattern, recruitUILoc, "b-class")));

        case ClassLabel.C:
            return(spriteHelper.Get(string.Format(pattern, recruitUILoc, "c-class")));

        case ClassLabel.S:
            return(spriteHelper.Get(string.Format(pattern, recruitUILoc, "s-class")));

        default:
            break;
        }
        return(null);
    }
Exemple #5
0
    void GenerateSpriteCharacters(GeneratedBaseCharacter character, ClassLabel classLabel)
    {
        var pattern = "{0} => {1}";

        var generatedAClassLabels = new[] { generatedCommonClassLabel, generatedAClassLabel };
        var generatedSClassLabels = new[] { generatedSClassLabel, generatedAClassLabel };

        var realHeadSpriteLoc  = string.Empty;
        var realEyeSpriteLoc   = string.Empty;
        var realMouthSpriteLoc = string.Empty;
        var realBodySpriteLoc  = string.Empty;
        var realArmSpriteLoc   = string.Empty;
        var realLegSpriteLoc   = string.Empty;

        if (classLabel == ClassLabel.B || classLabel == ClassLabel.C)
        {
            realHeadSpriteLoc  = string.Format(headSpriteLoc, generatedCommonClassLabel);
            realEyeSpriteLoc   = string.Format(eyeSpriteLoc, generatedCommonClassLabel);
            realMouthSpriteLoc = string.Format(mouthSpriteLoc, generatedCommonClassLabel);
            realBodySpriteLoc  = string.Format(bodySpriteLoc, generatedCommonClassLabel);
            realArmSpriteLoc   = string.Format(armSpriteLoc, generatedCommonClassLabel);
            realLegSpriteLoc   = string.Format(legSpriteLoc, generatedCommonClassLabel);
        }
        else if (classLabel == ClassLabel.A)
        {
            var rIndex = Random.Range(0, generatedAClassLabels.Length);
            realHeadSpriteLoc  = string.Format(headSpriteLoc, generatedAClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedAClassLabels.Length);
            realEyeSpriteLoc   = string.Format(eyeSpriteLoc, generatedAClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedAClassLabels.Length);
            realMouthSpriteLoc = string.Format(mouthSpriteLoc, generatedAClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedAClassLabels.Length);
            realBodySpriteLoc  = string.Format(bodySpriteLoc, generatedAClassLabels[rIndex]);
            realArmSpriteLoc   = string.Format(armSpriteLoc, generatedAClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedAClassLabels.Length);
            realLegSpriteLoc   = string.Format(legSpriteLoc, generatedAClassLabels[rIndex]);
        }
        else
        {
            var rIndex = Random.Range(0, generatedSClassLabels.Length);
            realHeadSpriteLoc  = string.Format(headSpriteLoc, generatedSClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedSClassLabels.Length);
            realEyeSpriteLoc   = string.Format(eyeSpriteLoc, generatedSClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedSClassLabels.Length);
            realMouthSpriteLoc = string.Format(mouthSpriteLoc, generatedSClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedSClassLabels.Length);
            realBodySpriteLoc  = string.Format(bodySpriteLoc, generatedSClassLabels[rIndex]);
            realArmSpriteLoc   = string.Format(armSpriteLoc, generatedSClassLabels[rIndex]);
            rIndex             = Random.Range(0, generatedSClassLabels.Length);
            realLegSpriteLoc   = string.Format(legSpriteLoc, generatedSClassLabels[rIndex]);
        }

        countOfHeadSprite  = spriteHelper.Count(realHeadSpriteLoc);
        countOfEyeSprite   = spriteHelper.Count(realEyeSpriteLoc);
        countOfMouthSprite = spriteHelper.Count(realMouthSpriteLoc);
        countOfBodySprite  = spriteHelper.Count(realBodySpriteLoc);
        countOfLegSprite   = spriteHelper.Count(realLegSpriteLoc) / 2;

        var headIndex  = Random.Range(0, countOfHeadSprite);
        var eyeIndex   = Random.Range(0, countOfEyeSprite);
        var mouthIndex = Random.Range(0, countOfMouthSprite);
        var bodyIndex  = Random.Range(0, countOfBodySprite);
        var legIndex   = Random.Range(0, countOfLegSprite);

        var headSprite     = spriteHelper.Get(string.Format(pattern, realHeadSpriteLoc, headIndex));
        var eyeSprite      = spriteHelper.Get(string.Format(pattern, realEyeSpriteLoc, eyeIndex));
        var mouthSprite    = spriteHelper.Get(string.Format(pattern, realMouthSpriteLoc, mouthIndex));
        var bodySprite     = spriteHelper.Get(string.Format(pattern, realBodySpriteLoc, bodyIndex));
        var leftArmSprite  = spriteHelper.Get(string.Format(pattern, realArmSpriteLoc, "l_" + bodyIndex));
        var rightArmSprite = spriteHelper.Get(string.Format(pattern, realArmSpriteLoc, "r_" + bodyIndex));
        var leftLegSprite  = spriteHelper.Get(string.Format(pattern, realLegSpriteLoc, "l_" + legIndex));
        var rightLegSprite = spriteHelper.Get(string.Format(pattern, realLegSpriteLoc, "r_" + legIndex));

        // var instanceOfBaseCharacter = Instantiate<GeneratedBaseCharacter>(generatedBaseCharacterPrefab, Vector3.zero, Quaternion.identity);
        // _generatedCharaters.Add(instanceOfBaseCharacter);

        var characterElements = character.elements;
        var characterEyes     = characterElements.eye;
        var characterMouth    = characterElements.mouth;

        characterElements.head.sprite     = headSprite;
        characterEyes.sprite              = eyeSprite;
        characterMouth.sprite             = mouthSprite;
        characterElements.body.sprite     = bodySprite;
        characterElements.leftArm.sprite  = leftArmSprite;
        characterElements.rightArm.sprite = rightArmSprite;
        characterElements.leftLeg.sprite  = leftLegSprite;
        characterElements.rightLeg.sprite = rightLegSprite;

        // transform eyes and mouth according to pivot of Y
        // range of mouth
        var rangeYOfMouth = Random.Range(.2f, .6f);
        var mouthPosition = characterMouth.transform.localPosition;

        mouthPosition.y = rangeYOfMouth;
        characterMouth.transform.localPosition = mouthPosition;
        // range of eyes
        var rangeYOfEyes = Random.Range(1f, 1.3f);
        var eyesPosition = characterEyes.transform.localPosition;

        eyesPosition.y = rangeYOfEyes;
        characterEyes.transform.localPosition = eyesPosition;
    }