public Personality(MindType mind, EnergyType energy, NatureType nature, TacticType tactics, IdentityType identity) { Mind = mind; Energy = energy; Nature = nature; Tactics = tactics; Identity = identity; }
public NatureData RandomNature(int maxLevel) { NatureData natureData = new NatureData(); NatureType natureType = (NatureType)UnityEngine.Random.Range(1, Enum.GetValues(typeof(NatureType)).Length); natureData.natureType = natureType; natureData.level = UnityEngine.Random.Range(1, maxLevel); return(natureData); }
private static int GetBitwiseFlag(MindType mind, EnergyType energy, NatureType nature, TacticType tactics, IdentityType identity) { // 0x00000000 int bits = 0b00000; bits |= (int)mind | (int)nature | (int)energy | (int)tactics | (int)identity; return(bits); }
/// <summary> /// Get face image path /// </summary> /// <param name="face_number"></param> /// <returns></returns> public static string GetFacePath(NatureType face_nature, int face_index) { switch (face_nature) { case NatureType.Negative: return NEGATIVE_EIGENFACE_PATH + NegativeEigenfaceFilenames[face_index]; case NatureType.Positive: return POSITIVE_EIGENFACE_PATH + PositiveEigenfaceFilenames[face_index]; case NatureType.Neutral: return NEUTRAL_EIGENFACE_PATH + NeutralEigenfaceFilenames[face_index]; case NatureType.Train: return TRAIN_EIGENFACE_PATH + TrainEigenfaceFilenames[face_index]; default: return null; } }
// 给定场景图片名称返回图片相对路径 public static string GetScenePath(NatureType scene_nature) { switch (scene_nature) { case NatureType.Negative: return NEGATIVE_SCENE_PATH; case NatureType.Positive: return POSITIVE_SCENE_PATH; case NatureType.Neutral: return NEUTRAL_SCENE_PATH; case NatureType.Middle: return Middle_SCENE_PATH; case NatureType.Dot: return Dot_SCENE_PATH; case NatureType.Undefined: return UNDEFINED_SCENE_PATH; case NatureType.Train: return TRAIN_SCENE_PATH; default: return null; } }
/// <summary> /// Get scene image path /// </summary> /// <param name="scene_index"></param> /// <param name="scene_nature"></param> /// <returns></returns> public static string GetScenePath(NatureType scene_nature, int scene_index) { switch (scene_nature) { case NatureType.Negative: return NEGATIVE_SCENE_PATH + NegativeSceneFilenames[scene_index]; case NatureType.Positive: return POSITIVE_SCENE_PATH + PositiveSceneFilenames[scene_index]; case NatureType.Neutral: return NEUTRAL_SCENE_PATH + NeutralSceneFilenames[scene_index]; case NatureType.Middle: return Middle_SCENE_PATH + "Middle.jpg"; case NatureType.Dot: return Dot_SCENE_PATH + "Dot.png"; case NatureType.Undefined: return UNDEFINED_SCENE_PATH + UndefinedSceneFilenames[scene_index]; case NatureType.Train: return TRAIN_SCENE_PATH + TrainSceneFilenames[scene_index]; default: return null; } }
private void GetInformation (Hashtable info) { WareType = new WareType (info ["idTipoMercancia"] as Hashtable); PackageType = new PackageType (info ["idTipoEmpaque"] as Hashtable); NatureType = new NatureType (info ["idNaturaleza"] as Hashtable); }
/// <summary> /// Calculates the current stat of a pokemon taking IVs EVs and Nature into account. /// Returns -1 if it fails /// </summary> /// <param name="IV">IV of the stat</param> /// <param name="baseStatm">Base value of the stat</param> /// <param name="EV">EV of the stat</param> /// <param name="level">Level of the pokemon</param> /// <param name="nature">Nature of the pokemon</param> /// <param name="stat">Type of stat you are calculating, as a string</param> /// <returns>Returns the current value of the stat as an integer</returns> private int calcStat(int IV, int baseStat, int EV, int level, NatureType nature, String stat) { //Don't look at this code for too long, it might make you go blind. //Just trust me that it works. int ret = -1; double temp; double dIV = Convert.ToDouble(IV); double dBase = Convert.ToDouble(baseStat); double dEV = Convert.ToDouble(EV); double dLevel = Convert.ToDouble(level); if (stat == "HP") { ret = Convert.ToInt32(Math.Floor((((dIV + (2 * dBase) + (dEV / 4) + 100) * dLevel) / 100) + 10)); } else if (stat == "Attack") { temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5; if (nature == NatureType.Lonely || nature == NatureType.Adamant || nature == NatureType.Naughty || nature == NatureType.Brave) { temp = temp * 1.1; } else if (nature == NatureType.Bold || nature == NatureType.Modest || nature == NatureType.Calm || nature == NatureType.Timid) { temp = temp * 0.9; } ret = Convert.ToInt32(Math.Floor(temp)); } else if (stat == "Defense") { temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5; if (nature == NatureType.Bold || nature == NatureType.Impish || nature == NatureType.Lax || nature == NatureType.Relaxed) { temp = temp * 1.1; } else if (nature == NatureType.Lonely || nature == NatureType.Mild || nature == NatureType.Gentle || nature == NatureType.Hasty) { temp = temp * 0.9; } ret = Convert.ToInt32(Math.Floor(temp)); } else if (stat == "SPAtk") { temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5; if (nature == NatureType.Modest || nature == NatureType.Mild || nature == NatureType.Rash || nature == NatureType.Quiet) { temp = temp * 1.1; } else if (nature == NatureType.Adamant || nature == NatureType.Impish || nature == NatureType.Careful || nature == NatureType.Jolly) { temp = temp * 0.9; } ret = Convert.ToInt32(Math.Floor(temp)); } else if (stat == "SPDef") { temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5; if (nature == NatureType.Calm || nature == NatureType.Gentle || nature == NatureType.Careful || nature == NatureType.Sassy) { temp = temp * 1.1; } else if (nature == NatureType.Naughty || nature == NatureType.Lax || nature == NatureType.Rash || nature == NatureType.Naive) { temp = temp * 0.9; } ret = Convert.ToInt32(Math.Floor(temp)); } else if (stat == "Speed") { temp = (((dIV + (2 * dBase) + (dEV / 4)) * dLevel) / 100) + 5; if (nature == NatureType.Timid || nature == NatureType.Hasty || nature == NatureType.Jolly || nature == NatureType.Naive) { temp = temp * 1.1; } else if (nature == NatureType.Brave || nature == NatureType.Relaxed || nature == NatureType.Quiet || nature == NatureType.Sassy) { temp = temp * 0.9; } ret = Convert.ToInt32(Math.Floor(temp)); } return(ret); }