public void TestMethod1() { Options option; for (int i = 0; i < 10; ++i) { option = RandomEnum.Of <Options>(); Console.WriteLine(option); } }
public virtual void GenerateQuality() //if value <0 do random value. testing random material generation. { if (material == Material.Metal) { MetalMaterial randomMaterial = RandomEnum.Of <MetalMaterial>(); name = randomMaterial.ToString() + " " + name; levelMultiplyer = (int)randomMaterial + 1;//starts at zero } else if (material == Material.Wood) { WoodMaterial randomMaterial = RandomEnum.Of <WoodMaterial>(); name = randomMaterial.ToString() + " " + name; levelMultiplyer = (int)randomMaterial + 1;//starts at zero } else if (material == Material.Cloth) { LightMaterial randomMaterial = RandomEnum.Of <LightMaterial>(); name = randomMaterial.ToString() + " " + name; levelMultiplyer = (int)randomMaterial + 1;//starts at zero } else if (material == Material.Leather) { LeatherMaterial randomMaterial = RandomEnum.Of <LeatherMaterial>(); name = randomMaterial.ToString() + " " + name; levelMultiplyer = (int)randomMaterial + 1;//starts at zero } else if (material == Material.Gem) { GemMaterial randomMaterial = RandomEnum.Of <GemMaterial>(); name = randomMaterial.ToString() + " " + name; levelMultiplyer = (int)randomMaterial + 1;//starts at zero } //change values based on material quality; defence *= levelMultiplyer; //attackSpeed *= levelMultiplyer;?? }
private void DoThings() { if (!intialized) { return; } if (!IsPerformingAction && Player != null) { DestinationTile = Player.GetComponent <PlayerData>().CurrentTile; int shortestDistance = PathNode.GetDistanceToNode(CurrentTile, DestinationTile, GameGrid); foreach (GameObject go in Player.GetComponent <PlayerData>().AllStructures) { int distance = PathNode.GetDistanceToNode(CurrentTile, go.GetComponent <StructureData>().CurrentTile, GameGrid); if (distance < shortestDistance && go.GetComponent <BeaconData>() != null) { shortestDistance = distance; DestinationTile = go.GetComponent <StructureData>().CurrentTile; } } Tile realDestination = DestinationTile; if (shortestDistance > BeaconData.DistressRadius) { if (CurrentTile.Neighbours.Count > 0) { Tile.Sides side; do { side = RandomEnum.Of <Tile.Sides>(); } while (!CurrentTile.Neighbours.ContainsKey(side)); DestinationTile = CurrentTile.Neighbours[side]; if (DestinationTile.Neighbours.Count > 0) { do { do { side = RandomEnum.Of <Tile.Sides>(); } while (!DestinationTile.Neighbours.ContainsKey(side)); DestinationTile = DestinationTile.Neighbours[side]; } while (DestinationTile == CurrentTile); } } else { return; } } TileTobeMovedTo = CalculatePath(); if (TileTobeMovedTo != CurrentTile) { TypeOfPerformingAction[PlayerActions.Move] = true; Vector3 dest = TileTobeMovedTo.Position; // Animator animCtrl = this.gameObject.GetComponent<Animator>(); if (dest.x > Position.x) { direction = 1; } else if (dest.x < Position.x) { direction = -1; } IsPerformingAction = true; CurrentTile.Savior = null; TileTobeMovedTo.Savior = this.gameObject; } } }