Esempio n. 1
0
 public static void applyDiseaseEffects(Disease d, pirate p, List <Disease> bcsunity)
 {
     d.daysActive++;
     if (d.daysActive < d.duration)
     {
         foreach (Effect effect in d.effects)
         {
             if (effect.effectType == Stat.Food)
             {
                 p.hunger += effect.effect;
             }
             else if (effect.effectType == Stat.Water)
             {
                 p.thirst += effect.effect;
             }
             else if (effect.effectType == Stat.MH)
             {
                 p.mhp += effect.effect;
             }
             else if (effect.effectType == Stat.PH)
             {
                 p.php += effect.effect;
             }
         }
     }
     else
     {
         bcsunity.Add(d);
     }
 }
Esempio n. 2
0
    private void Start()
    {
        pm           = gameObject.GetComponent <PointManager>();
        namegen      = gameObject.GetComponent <Lexic.NameGenerator>();
        debugfood    = resources.food;
        debugoranges = resources.oranges;
        debugwater   = resources.water;
        debugbooze   = resources.booze;
        debuggold    = resources.gold;
        for (int i = 0; i < 10; i++)
        {
            pirate p = new pirate();
            p.maxphp = 100f;
            p.maxmhp = 100f;

            p.mhp  = p.maxmhp;
            p.php  = p.maxphp;
            p.name = namegen.GetNextRandomName();

            if (i < 5)
            {
                p.prof = Class.Sailor;
            }
            else
            {
                p.prof = Class.Fighter;
            }

            pirates.Add(p);
        }
    }
Esempio n. 3
0
    private void Start()
    {
        //test
        //UnityEngine.Random r = new UnityEngine.Random();
        //UnityEngine.Random.InitState(System.DateTime.Now.Millisecond);
        //for (int i = 0; i < 100; i++)
        //{
        //    Debug.Log(UnityEngine.Random.Range(0, 100));
        //}

        turncount = 0;
        MaxHull   = 100;
        HullPoint = MaxHull;
        pm        = gameObject.GetComponent <PointManager>();
        namegen   = gameObject.GetComponent <Lexic.NameGenerator>();

        /*debugfood=resources.food;
        *  debugoranges=resources.oranges;
        *  debugwater=resources.water;
        *  debugbooze=resources.booze;
        *  debuggold=resources.gold;*/
        for (int i = 0; i < 10; i++)
        {
            pirate p = new pirate();
            p.vc     = 50;
            p.maxphp = 100f;
            p.maxmhp = 100f;

            p.mhp = p.maxmhp;
            p.php = p.maxphp;

            p.name = namegen.GetNextRandomName();

            if (i < 5)
            {
                p.prof = Class.Sailor;
            }
            else
            {
                p.prof = Class.Fighter;
            }

            pirates.Add(p);
        }
    }
Esempio n. 4
0
    public void AddSailor()
    {
        if (resources.gold >= sailorprice)
        {
            pirate p = new pirate();
            p.vc     = 50;
            p.maxphp = 100f;
            p.maxmhp = 100f;

            p.mhp = p.maxmhp;
            p.php = p.maxphp;

            p.name = manager.namegen.GetNextRandomName();
            p.prof = Class.Sailor;

            gamemanager.GetComponent <manager>().pirates.Add(p);
        }
        else
        {
            Debug.Log("No money");
        }
    }