Exemple #1
0
 // clears the party and loads a new random party.
 public void generateParty(oldGrid _g, GameObject _player, int _num)
 {
     // start from scratch
     // TODO: Cleanup/reset
     charList.Clear();
     // prep the name list
     loadNames();
     // create character
     for (int i = 0; i < _num; i++)
     {
         // make a character
         oldCharacter temp = new oldCharacter();
         // give it stats
         temp.initializeRandom();
         // put it somewhere
         temp.worldPos = _g.getRandomTilePos();
         // give it a mesh
         GameObject newP = Instantiate(_player, temp.worldPos, Quaternion.identity);
         // give it a name
         newP.name = getRandomName();
         // assign relations
         newP.GetComponent <oldCharacter>().initializeCopy(temp);
         newP.GetComponent <oldCharacter>().setCharMesh(newP);
         newP.transform.SetParent(this.transform);
         // put it in the list
         charList.Add(newP.GetComponent <oldCharacter>());
     }
     // initiative
     // TODO: abstract
     charList.Sort(SortBySpeed);
 }
Exemple #2
0
 public void initializeCopy(oldCharacter _c)
 {
     armor              = _c.armor;
     attack             = _c.attack;
     baseArmor          = _c.baseArmor;
     baseAttack         = _c.baseAttack;
     baseSpeed          = _c.baseSpeed;
     hasMoved           = _c.hasMoved;
     hasTakenAction     = _c.hasTakenAction;
     hasTakenDOT        = _c.hasTakenDOT;
     hasTakenStatus     = _c.hasTakenStatus;
     health             = _c.health;
     isDead             = _c.isDead;
     isPlayerControlled = _c.isPlayerControlled;
     MAX_HEALTH         = _c.MAX_HEALTH;
     speed              = _c.speed;
     worldPos           = _c.worldPos;
 }
Exemple #3
0
 // delegate for Sort()
 static int SortBySpeed(oldCharacter _c1, oldCharacter _c2)
 {
     return(_c2.getSpeed().CompareTo(_c1.getSpeed()));
 }