void Awake()
 {
     _button = GameObject.Find("RandomButton").GetComponent <Button>();
     _button.onClick.AddListener(Generate);
     _equipmentGenerator  = GameObject.Find("Scripts").GetComponent <EquipmentGenerator>();
     _consumableGenerator = GameObject.Find("Scripts").GetComponent <ConsumableGenerator>();
 }
Exemple #2
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        public string GetGeoJsonCollection()
        {
            var generator  = new EquipmentGenerator();
            var equipments = generator.GenerateEquipments();

            return(equipments.ToGeoJsonString());
        }
    public static void GenerateMainHand()
    {
        EquipmentGenerator gen = new EquipmentGenerator();

        gen.SetTier(99).SetRarity(Rarity.Unique).SetName("Bugbuster");
        PlayerSession.GetInventory().list.Add(gen.Generate());
    }
Exemple #4
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 void Awake()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     _equipmentGenerator = new EquipmentGenerator();
 }
Exemple #5
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 public void Equipment()
 {
     // Chance for loot
     if (tpd.RollPercent(currentMob.lootChance))
     {
         var equipmentGenerator = new EquipmentGenerator(sim);
         var eq = equipmentGenerator.Generate();
         sim.AddEvent(PlayerEvent.Loot(eq));
     }
 }
 public MapGenerator(int width, int height, int maxRooms, int roomMaxSize, int roomMinSize, int level)
 {
     _width              = width;
     _height             = height;
     _maxRooms           = maxRooms;
     _roomMaxSize        = roomMaxSize;
     _roomMinSize        = roomMinSize;
     _level              = level;
     _map                = new DungeonMap();
     _equipmentGenerator = new EquipmentGenerator(level);
 }
Exemple #7
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    IEnumerator LootCoroutine()
    {
        yield return(new WaitForSeconds(1));

        GameObject obj = Instantiate(Resources.Load("Props/Items/Prefarbs/Gold")) as GameObject;

        obj.transform.position = gameObject.transform.position;

        EquipmentGenerator.GenerateRandomItemObj();

        Destroy(gameObject);
    }
Exemple #8
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 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this.gameObject);
         return;
     }
     else
     {
         _instance = this;
     }
 }
Exemple #9
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    List<PlayerEvent> Dev_RandomLoot()
    {
        var list = new List<PlayerEvent>();
        var eqGen = new EquipmentGenerator(sim);
        var rand = Random.Range(7, 15);
        var eRand = Random.Range(1, 4);
        for (int i = 0; i < rand; i++) {
          var eq = eqGen.Generate();
          var ev = PlayerEvent.Loot(eq);

          for (int j = 0; j < eRand; j++) {
        //        list.Add(fill);
          }
          list.Add(ev);
        }

        return list;
    }
Exemple #10
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    List <PlayerEvent> Dev_RandomLoot()
    {
        var list  = new List <PlayerEvent>();
        var eqGen = new EquipmentGenerator(sim);
        var rand  = Random.Range(7, 15);
        var eRand = Random.Range(1, 4);

        for (int i = 0; i < rand; i++)
        {
            var eq = eqGen.Generate();
            var ev = PlayerEvent.Loot(eq);

            for (int j = 0; j < eRand; j++)
            {
                //        list.Add(fill);
            }
            list.Add(ev);
        }

        return(list);
    }
Exemple #11
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    void LoadTradersGoods()
    {
        int j = 0;

        shop.items.Clear();
        for (int i = 0; i < 7; i++)
        {
            int k = 0;
            while (k < 3)
            {
                npcSlots[j].ClearSlot();
                Equipment generatedItem = null;

                switch (i)
                {
                case 0:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomAmulet();
                    break;
                }

                case 1:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomArmor();
                    break;
                }

                case 2:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomHelmet();
                    break;
                }

                case 3:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomRing();
                    break;
                }

                case 4:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomShield();
                    break;
                }

                case 5:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomStone();
                    break;
                }

                case 6:
                {
                    generatedItem = EquipmentGenerator.GenerateRandomWeapon();
                    break;
                }
                }

                generatedItem.BuyPrice = Utilities.ComputePrice(generatedItem);
                shop.Add(generatedItem);
                npcSlots[j].AddItem(generatedItem, closeButton: false, buyItem: true);
                k++;
                j++;
            }
        }
    }
Exemple #12
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 void Awake()
 {
     Instance = this;
 }
Exemple #13
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        public IEnumerable <OEquipment> GetEquipments()
        {
            var generator = new EquipmentGenerator();

            return(generator.GenerateEquipments());
        }
Exemple #14
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 public void Equipment()
 {
     // Chance for loot
     if (tpd.RollPercent(currentMob.lootChance)) {
       var equipmentGenerator = new EquipmentGenerator(sim);
       var eq = equipmentGenerator.Generate();
       sim.AddEvent(PlayerEvent.Loot(eq));
     }
 }