public List <ItemSurrogate> Select() { if (cachedGeneratedItems == null) { cachedGeneratedItems = new List <ItemSurrogate> (); } cachedGeneratedItems.Clear(); for (int i = 0; i < TableRolls.Length; i++) { ItemGenerator itemGenerator = TableRolls[i].Select(); if (itemGenerator == null) { continue; } if (itemGenerator.RewardTemplate != null) { ItemSurrogate generatedItem = itemGenerator.Generate(); cachedGeneratedItems.Add(generatedItem); } } return(cachedGeneratedItems); }
/** * Creates maze, including its items and holes */ public void GenerateMaze() { if (mazeInstance != null) { RemoveMaze(); } mazeInstance = Instantiate(mazePrefab) as global::Maze.Maze; mazeInstance.GenerateMazeWithSize(mazeSize); ItemGenerator.Generate(mazeInstance, mazeItemPrefabList); HoleGenerator.Generate(mazeInstance, holeAmount); StateMachine.TriggerTransition(Transition.PlayGame); }
public ListBoxSampleWpf() { InitializeComponent(); foreach (var item in ItemGenerator.Generate(90)) { lv1.Items.Add(item[0]); } options = new OptionList(); options.AddOption("Enabled", lv1, l => l.IsEnabled); }
public void CheatItem(int index) { if (index >= CheatItems.Length) { throw new System.ArgumentOutOfRangeException("index", "The index provided is out of range."); } ItemGenerator generator = CheatItems[index]; ItemSurrogate item = generator.Generate(); Character.inventory.Add(item); }
private void GenerateDungeonFeatures(int direction) { // Generate architecture for each tree quad recursively ArchitectureGenerator architecture = new ArchitectureGenerator(); architecture.GenerateArchitecture(dungeonGenerator.quadTree); // Generate stairs StairGenerator stairs = new StairGenerator(); stairs.Generate(); // If we cannot solve the level, we need to generate a different one if (!LevelIsSolvable()) { Debug.LogError("Dungeon level cannot be solved. Genrating again..."); GenerateDungeon(direction); return; } // Generate player PlayerGenerator player = new PlayerGenerator(); Stair stair = direction == -1 ? grid.stairDown : grid.stairUp; player.GenerateAtPos(stair.x, stair.y); // Generate furniture FurnitureGenerator furniture = new FurnitureGenerator(); furniture.Generate(); // Generate monsters MonsterGenerator monsters = new MonsterGenerator(); monsters.Generate(); //monsters.GenerateSingle(); // Generate chests ChestGenerator chests = new ChestGenerator(); chests.Generate(); // Generate items ItemGenerator items = new ItemGenerator(); items.Generate(); }
public void InitItemsRandomyly() { int randomRarity = Poisson(2.0); var itemOptions = new List <Item>(); foreach (Item i in itemGenerator.ItemInfo) { if (i.Rarity < randomRarity) { itemOptions.Add(i); } } int randomNum = Poisson(3.0); for (int i = 0; i < randomNum; i++) { Item item = itemGenerator.Generate(GetRandomFromList(itemOptions).Name); Items.Add(item); } }
public ListViewSampleWpf() { InitializeComponent(); foreach (var item in ItemGenerator.Generate()) { var tuple = Tuple.Create(item[0], item[1], item[2]); lv1.Items.Add(tuple); lv2.Items.Add(tuple); } options = new OptionList(); options.AddOption("Enabled", lv1, l => l.IsEnabled); options.AddOption("Enabled", lv2, l => l.IsEnabled); options.Add(new GenericBoolOption( "GridView", () => lv1.View is GridView, v => { lv1.View = v ? gridView1 : null; lv2.View = v ? gridView2 : null; })); }
private void Start() { ItemSurrogate item = generator.Generate(); drop.SetItem(item); }
private void Start() { var item = generator.Generate(); drop.SetItem(item); }
public Enemy Generate(string name) { Enemy enemy = new Enemy(gameController); string[] data = csvData.Find(s => s[1] == name); //Sprite sprite = Debug.Log(data[0]); enemy.Image = Resources.Load <Sprite>("EnemyImage/" + data[0]); enemy.ID1 = data[0]; enemy.Name = data[1]; enemy.MinLv = int.Parse(data[2]); enemy.MaxLv = int.Parse(data[3]); enemy.Exp = int.Parse(data[4]); enemy.Gold = int.Parse(data[5]); //ドロップアイテム string[] dropItems = data[6].Split('/'); string[] dropItemProbs = data[7].Split('/'); for (int i = 0; i < dropItems.Length; i++) { Item item = itemGenerator.Generate(dropItems[i]); enemy.DropItems.Add(item, int.Parse(dropItemProbs[i])); } //ステータス enemy.Statuses[Status.Lv] = enemy.MinLv; enemy.Statuses[Status.MaxHP] = int.Parse(data[8]); enemy.Statuses[Status.currentHP] = int.Parse(data[8]); enemy.Statuses[Status.MaxSP] = int.Parse(data[9]); enemy.Statuses[Status.currentSP] = int.Parse(data[9]); enemy.Statuses[Status.STR] = int.Parse(data[10]); enemy.Statuses[Status.DEF] = int.Parse(data[11]); enemy.Statuses[Status.INT] = int.Parse(data[12]); enemy.Statuses[Status.MNT] = int.Parse(data[13]); enemy.Statuses[Status.TEC] = int.Parse(data[14]); enemy.Statuses[Status.AGI] = int.Parse(data[15]); enemy.Statuses[Status.LUK] = int.Parse(data[16]); // スキル string[] skills = data[17].Split('/'); string[] skillProbs = data[18].Split('/'); for (int i = 0; i < skills.Length; i++) { Skill skill = skillGenerator2.Generate(skills[i]); enemy.skills.Add(skill); int prob = int.Parse(skillProbs[i]); enemy.EnemyActions.Add(skill, prob); } //タイプ string[] types = data[19].Split('/'); for (int i = 0; i < types.Length; i++) { enemy.EnemyTypes.Add((EnemyType)Enum.Parse(typeof(EnemyType), types[i], true)); } //ユニークモンスター enemy.IsUnique = Convert.ToBoolean(data[20]); //属性耐性 if (!string.IsNullOrEmpty(data[21])) { enemy.AttributionResists[Attribution.fire] = int.Parse(data[21]); } if (!string.IsNullOrEmpty(data[22])) { enemy.AttributionResists[Attribution.thunder] = int.Parse(data[22]); } if (!string.IsNullOrEmpty(data[23])) { enemy.AttributionResists[Attribution.ice] = int.Parse(data[23]); } if (!string.IsNullOrEmpty(data[24])) { enemy.AttributionResists[Attribution.holy] = int.Parse(data[24]); } if (!string.IsNullOrEmpty(data[25])) { enemy.AttributionResists[Attribution.dark] = int.Parse(data[25]); } //状態異常耐性 if (!string.IsNullOrEmpty(data[26])) { enemy.AilmentResists[Ailment.poison] = int.Parse(data[26]); } if (!string.IsNullOrEmpty(data[27])) { enemy.AilmentResists[Ailment.sleep] = int.Parse(data[27]); } if (!string.IsNullOrEmpty(data[28])) { enemy.AilmentResists[Ailment.paralysis] = int.Parse(data[28]); } if (!string.IsNullOrEmpty(data[29])) { enemy.AilmentResists[Ailment.confusion] = int.Parse(data[29]); } if (!string.IsNullOrEmpty(data[30])) { enemy.AilmentResists[Ailment.seal] = int.Parse(data[30]); } if (!string.IsNullOrEmpty(data[31])) { enemy.AilmentResists[Ailment.curse] = int.Parse(data[31]); } if (!string.IsNullOrEmpty(data[32])) { // enemy.AilmentResists[Ailment.curse] = int.Parse(data[32]); //if (!string.IsNullOrEmpty(data[33])) // enemy.AilmentResists[Ailment.bleeding] = int.Parse(data[33]); //if (!string.IsNullOrEmpty(data[34])) // enemy.AilmentResists[Ailment.turnover] = int.Parse(data[34]); //if (!string.IsNullOrEmpty(data[35])) enemy.AilmentResists[Ailment.stun] = int.Parse(data[35]); } //if (!string.IsNullOrEmpty(data[36])) // enemy.AilmentResists[Ailment.death] = int.Parse(data[36]); return(enemy); }
public ItemInstance GenerateItem() { return(ItemGenerator.Generate(prefs.MinMaterial, prefs.MaxMaterial)); }
private IEnumerable <ListViewItem> CreateItems() { return(ItemGenerator.Generate().Select(x => new ListViewItem(x))); }
private IEnumerable <string> CreateItems() { return(ItemGenerator.Generate(90).Select(x => x[0])); }